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<h1>Sekiro EMEDF for DarkScript3</h1>
<p class="toc"><a href="#Instructions">Instructions</a> | <a href="#Condition_Functions">Condition Functions</a> | <a href="#Enums">Enums</a></p>

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<div class="bigsection instructions"><h1 id="Instructions"><a href="#Instructions" class="selfref">Instructions</a></h1>
<h2 id="0_Condition_System"><a href="#0_Condition_System" class="selfref">0 - Condition - System</a></h2>
<section class="instr condinstr">
<h3 id="IfConditionGroup"><a href="#IfConditionGroup" class="selfref"><code>IfConditionGroup</code></a> <span class="sectioninfo">Instruction 0[00]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in all</p>
<pre>IfConditionGroup(
    sbyte&lt;<a href="#ConditionGroup">ConditionGroup</a>&gt; resultConditionGroup, 
    byte&lt;<a href="#ConditionState">ConditionState</a>&gt; desiredConditionGroupState, 
    sbyte&lt;<a href="#ConditionGroup">ConditionGroup</a>&gt; targetConditionGroup)</pre><p><code>WaitFor</code> in MattScript</p></div></section>
<section class="instr condinstr">
<h3 id="IfParameterComparison"><a href="#IfParameterComparison" class="selfref"><code>IfParameterComparison</code></a> <span class="sectioninfo">Instruction 0[01]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common_func, m17_00_00_00</p>
<pre>IfParameterComparison(
    sbyte&lt;<a href="#ConditionGroup">ConditionGroup</a>&gt; resultConditionGroup, 
    sbyte&lt;<a href="#ComparisonType">ComparisonType</a>&gt; comparisonType, 
    int lefthandSide, 
    int righthandSide)</pre><p>Condition function: <code><a href="#Compare">Compare</a></code></p>
</div></section>
<h2 id="1_Condition_Timer"><a href="#1_Condition_Timer" class="selfref">1 - Condition - Timer</a></h2>
<section class="instr condinstr">
<h3 id="IfElapsedSeconds"><a href="#IfElapsedSeconds" class="selfref"><code>IfElapsedSeconds</code></a> <span class="sectioninfo">Instruction 1[00]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in all but m13_00_00_00</p>
<pre>IfElapsedSeconds(
    sbyte&lt;<a href="#ConditionGroup">ConditionGroup</a>&gt; resultConditionGroup, 
    float targetNumberOfSeconds)</pre><p>Condition function: <code><a href="#ElapsedSeconds">ElapsedSeconds</a></code></p>
</div></section>
<section class="instr condinstr">
<h3 id="IfElapsedFrames"><a href="#IfElapsedFrames" class="selfref"><code>IfElapsedFrames</code></a> <span class="sectioninfo">Instruction 1[01]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common_func, m10_00_00_00</p>
<pre>IfElapsedFrames(
    sbyte&lt;<a href="#ConditionGroup">ConditionGroup</a>&gt; resultConditionGroup, 
    int targetNumberOfFrames)</pre><p>Condition function: <code><a href="#ElapsedFrames">ElapsedFrames</a></code></p>
</div></section>
<section class="instr condinstr unused">
<h3 id="IfRandomElapsedSeconds"><a href="#IfRandomElapsedSeconds" class="selfref"><code>IfRandomElapsedSeconds</code></a> <span class="sectioninfo">Instruction 1[02]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo sectionunused">Unused</p>
<pre>IfRandomElapsedSeconds(
    sbyte&lt;<a href="#ConditionGroup">ConditionGroup</a>&gt; resultConditionGroup, 
    float targetSecondsMin, 
    float targetSecondsMax)</pre><p>Condition function: <code><a href="#RandomElapsedSeconds">RandomElapsedSeconds</a></code></p>
</div></section>
<section class="instr condinstr unused">
<h3 id="IfRandomElapsedFrames"><a href="#IfRandomElapsedFrames" class="selfref"><code>IfRandomElapsedFrames</code></a> <span class="sectioninfo">Instruction 1[03]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo sectionunused">Unused</p>
<pre>IfRandomElapsedFrames(
    sbyte&lt;<a href="#ConditionGroup">ConditionGroup</a>&gt; resultConditionGroup, 
    int targetFramesMin, 
    int targetFramesMax)</pre><p>Condition function: <code><a href="#RandomElapsedFrames">RandomElapsedFrames</a></code></p>
</div></section>
<h2 id="3_Condition_Event"><a href="#3_Condition_Event" class="selfref">3 - Condition - Event</a></h2>
<section class="instr condinstr">
<h3 id="IfEventFlag"><a href="#IfEventFlag" class="selfref"><code>IfEventFlag</code></a> <span class="sectioninfo">Instruction 3[00]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in all</p>
<pre>IfEventFlag(
    sbyte&lt;<a href="#ConditionGroup">ConditionGroup</a>&gt; resultConditionGroup, 
    byte&lt;<a href="#ONOFFCHANGE">ONOFFCHANGE</a>&gt; desiredFlagState, 
    byte&lt;<a href="#TargetEventFlagType">TargetEventFlagType</a>&gt; targetEventFlagType, 
    int targetEventFlagId)</pre><p>Condition function: <code><a href="#EventFlag">EventFlag</a></code></p>
</div></section>
<section class="instr condinstr">
<h3 id="IfBatchEventFlags"><a href="#IfBatchEventFlags" class="selfref"><code>IfBatchEventFlags</code></a> <span class="sectioninfo">Instruction 3[01]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in all but m17_00_00_00</p>
<pre>IfBatchEventFlags(
    sbyte&lt;<a href="#ConditionGroup">ConditionGroup</a>&gt; resultConditionGroup, 
    byte&lt;<a href="#LogicalOperationType">LogicalOperationType</a>&gt; desiredFlagState, 
    byte&lt;<a href="#TargetEventFlagType">TargetEventFlagType</a>&gt; targetEventFlagType, 
    int startingTargetEventFlagId, 
    int endingTargetEventFlagId)</pre><p>Condition function: <code><a href="#AllBatchEventFlags">AllBatchEventFlags</a></code></p>
</div></section>
<section class="instr condinstr">
<h3 id="IfInoutsideArea"><a href="#IfInoutsideArea" class="selfref"><code>IfInoutsideArea</code></a> <span class="sectioninfo">Instruction 3[02]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in all</p>
<pre>IfInoutsideArea(
    sbyte&lt;<a href="#ConditionGroup">ConditionGroup</a>&gt; resultConditionGroup, 
    byte&lt;<a href="#InsideOutsideState">InsideOutsideState</a>&gt; desiredState, 
    int targetEntityId, 
    int areaEntityId, 
    int numberOfTargetCharacters)</pre><p>Condition function: <code><a href="#InArea">InArea</a></code></p>
</div></section>
<section class="instr condinstr">
<h3 id="IfEntityInoutsideRadiusOfEntity"><a href="#IfEntityInoutsideRadiusOfEntity" class="selfref"><code>IfEntityInoutsideRadiusOfEntity</code></a> <span class="sectioninfo">Instruction 3[03]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in all</p>
<pre>IfEntityInoutsideRadiusOfEntity(
    sbyte&lt;<a href="#ConditionGroup">ConditionGroup</a>&gt; resultConditionGroup, 
    byte&lt;<a href="#InsideOutsideState">InsideOutsideState</a>&gt; desiredState, 
    int targetEntityAId, 
    int targetEntityBId, 
    float targetDistance, 
    int minimumNumberOfTargets)</pre><p>Condition function: <code><a href="#EntityInRadiusOfEntity">EntityInRadiusOfEntity</a></code></p>
</div></section>
<section class="instr condinstr">
<h3 id="IfPlayerHasdoesntHaveItem"><a href="#IfPlayerHasdoesntHaveItem" class="selfref"><code>IfPlayerHasdoesntHaveItem</code></a> <span class="sectioninfo">Instruction 3[04]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common, common_func, m10_00_00_00, m11_00_00_00, m11_02_00_00, m17_00_00_00</p>
<pre>IfPlayerHasdoesntHaveItem(
    sbyte&lt;<a href="#ConditionGroup">ConditionGroup</a>&gt; resultConditionGroup, 
    byte&lt;<a href="#ItemType">ItemType</a>&gt; itemType, 
    int itemId, 
    byte&lt;<a href="#OwnershipState">OwnershipState</a>&gt; desiredPossessionState)</pre><p>Condition function: <code><a href="#PlayerHasItem">PlayerHasItem</a></code></p>
</div></section>
<section class="instr condinstr unused">
<h3 id="IfActionButtonOld"><a href="#IfActionButtonOld" class="selfref"><code>IfActionButtonOld</code></a> <span class="sectioninfo">Instruction 3[05]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo sectionunused">Unused</p>
<pre>IfActionButtonOld(
    sbyte&lt;<a href="#ConditionGroup">ConditionGroup</a>&gt; resultConditionGroup, 
    int&lt;<a href="#TargetEntityType">TargetEntityType</a>&gt; targetEntityType, 
    int targetEntityId, 
    float reactionAngleDeg, 
    short dummypolyId, 
    float reactionDistance, 
    int helpMessageId, 
    byte&lt;<a href="#ReactionType">ReactionType</a>&gt; reactionType, 
    int padId)</pre><p>Condition function: <code><a href="#ActionButton">ActionButton</a></code></p>
</div></section>
<section class="instr condinstr unused">
<h3 id="IfMultiplayerState"><a href="#IfMultiplayerState" class="selfref"><code>IfMultiplayerState</code></a> <span class="sectioninfo">Instruction 3[06]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo sectionunused">Unused</p>
<pre>IfMultiplayerState(
    sbyte&lt;<a href="#ConditionGroup">ConditionGroup</a>&gt; resultConditionGroup, 
    sbyte&lt;<a href="#MultiplayerState">MultiplayerState</a>&gt; desiredMultiplayerState)</pre><p>Condition function: <code><a href="#HasMultiplayerState">HasMultiplayerState</a></code></p>
</div></section>
<section class="instr condinstr unused">
<h3 id="IfAllPlayersInoutsideArea"><a href="#IfAllPlayersInoutsideArea" class="selfref"><code>IfAllPlayersInoutsideArea</code></a> <span class="sectioninfo">Instruction 3[07]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo sectionunused">Unused</p>
<pre>IfAllPlayersInoutsideArea(
    sbyte&lt;<a href="#ConditionGroup">ConditionGroup</a>&gt; resultConditionGroup, 
    byte&lt;<a href="#InsideOutsideState">InsideOutsideState</a>&gt; desiredState, 
    int areaEntityId)</pre><p>Condition function: <code><a href="#AllPlayersInArea">AllPlayersInArea</a></code></p>
</div></section>
<section class="instr condinstr">
<h3 id="IfPlayerInoutMap"><a href="#IfPlayerInoutMap" class="selfref"><code>IfPlayerInoutMap</code></a> <span class="sectioninfo">Instruction 3[08]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common, common_func, m11_00_00_00, m11_01_00_00, m11_02_00_00, m13_00_00_00, m17_00_00_00</p>
<pre>IfPlayerInoutMap(
    sbyte&lt;<a href="#ConditionGroup">ConditionGroup</a>&gt; resultConditionGroup, 
    bool shouldPlayerBeInside, 
    byte areaId, 
    byte blockId)</pre><p>Condition function: <code><a href="#PlayerInMap">PlayerInMap</a></code></p>
</div></section>
<section class="instr condinstr unused">
<h3 id="IfMultiplayerEvent"><a href="#IfMultiplayerEvent" class="selfref"><code>IfMultiplayerEvent</code></a> <span class="sectioninfo">Instruction 3[09]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo sectionunused">Unused</p>
<pre>IfMultiplayerEvent(
    sbyte&lt;<a href="#ConditionGroup">ConditionGroup</a>&gt; resultConditionGroup, 
    uint multiplayerEventId)</pre><p>Condition function: <code><a href="#MultiplayerEvent">MultiplayerEvent</a></code></p>
</div></section>
<section class="instr condinstr">
<h3 id="IfCountEventFlags"><a href="#IfCountEventFlags" class="selfref"><code>IfCountEventFlags</code></a> <span class="sectioninfo">Instruction 3[10]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common, common_func, m11_00_00_00, m11_01_00_00, m20_00_00_00</p>
<pre>IfCountEventFlags(
    sbyte&lt;<a href="#ConditionGroup">ConditionGroup</a>&gt; resultConditionGroup, 
    byte&lt;<a href="#TargetEventFlagType">TargetEventFlagType</a>&gt; targetEventFlagType, 
    int startingTargetEventFlagId, 
    int endingTargetEventFlagId, 
    sbyte&lt;<a href="#ComparisonType">ComparisonType</a>&gt; comparisonType, 
    int countThreshold)</pre><p>Condition function: <code><a href="#CountEventFlags">CountEventFlags</a></code></p>
</div></section>
<section class="instr condinstr unused">
<h3 id="IfWorldTendency"><a href="#IfWorldTendency" class="selfref"><code>IfWorldTendency</code></a> <span class="sectioninfo">Instruction 3[11]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo sectionunused">Unused</p>
<pre>IfWorldTendency(
    sbyte&lt;<a href="#ConditionGroup">ConditionGroup</a>&gt; resultConditionGroup, 
    byte&lt;<a href="#TendencyType">TendencyType</a>&gt; tendencyType, 
    byte&lt;<a href="#ComparisonType">ComparisonType</a>&gt; comparisonType, 
    byte tendencyThreshold)</pre><p>Condition function: <code><a href="#WorldTendency">WorldTendency</a></code></p>
</div></section>
<section class="instr condinstr">
<h3 id="IfEventValue"><a href="#IfEventValue" class="selfref"><code>IfEventValue</code></a> <span class="sectioninfo">Instruction 3[12]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common, m15_00_00_00, m25_00_00_00</p>
<pre>IfEventValue(
    sbyte&lt;<a href="#ConditionGroup">ConditionGroup</a>&gt; resultConditionGroup, 
    int baseEventFlagId, 
    byte numberOfUsedFlagBits, 
    byte&lt;<a href="#ComparisonType">ComparisonType</a>&gt; comparisonType, 
    uint thresholdValue)</pre><p>Condition function: <code><a href="#EventValue">EventValue</a></code></p>
</div></section>
<section class="instr condinstr unused">
<h3 id="IfActionButtonBossFog"><a href="#IfActionButtonBossFog" class="selfref"><code>IfActionButtonBossFog</code></a> <span class="sectioninfo">Instruction 3[13]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo sectionunused">Unused</p>
<pre>IfActionButtonBossFog(
    sbyte&lt;<a href="#ConditionGroup">ConditionGroup</a>&gt; resultConditionGroup, 
    int&lt;<a href="#TargetEntityType">TargetEntityType</a>&gt; targetEntityType, 
    int targetEntityId, 
    float reactionAngleDeg, 
    short dummypolyId, 
    float reactionDistance, 
    int helpMessageId, 
    byte&lt;<a href="#ReactionType">ReactionType</a>&gt; reactionType, 
    int padId)</pre><p>Condition function: <code><a href="#ActionButtonBossFog">ActionButtonBossFog</a></code></p>
</div></section>
<section class="instr condinstr unused">
<h3 id="IfDroppedItemsInArea"><a href="#IfDroppedItemsInArea" class="selfref"><code>IfDroppedItemsInArea</code></a> <span class="sectioninfo">Instruction 3[14]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo sectionunused">Unused</p>
<pre>IfDroppedItemsInArea(
    sbyte&lt;<a href="#ConditionGroup">ConditionGroup</a>&gt; resultConditionGroup, 
    int areaEntityId)</pre><p>Condition function: <code><a href="#DroppedItemsInArea">DroppedItemsInArea</a></code></p>
</div></section>
<section class="instr condinstr unused">
<h3 id="IfDroppedItem"><a href="#IfDroppedItem" class="selfref"><code>IfDroppedItem</code></a> <span class="sectioninfo">Instruction 3[15]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo sectionunused">Unused</p>
<pre>IfDroppedItem(
    sbyte&lt;<a href="#ConditionGroup">ConditionGroup</a>&gt; resultConditionGroup, 
    int&lt;<a href="#ItemType">ItemType</a>&gt; itemType, 
    int itemId)</pre><p>Condition function: <code><a href="#DroppedItem">DroppedItem</a></code></p>
</div></section>
<section class="instr condinstr unused">
<h3 id="IfPlayerHasdoesntHaveItemIncludingBbox"><a href="#IfPlayerHasdoesntHaveItemIncludingBbox" class="selfref"><code>IfPlayerHasdoesntHaveItemIncludingBbox</code></a> <span class="sectioninfo">Instruction 3[16]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo sectionunused">Unused</p>
<pre>IfPlayerHasdoesntHaveItemIncludingBbox(
    sbyte&lt;<a href="#ConditionGroup">ConditionGroup</a>&gt; resultConditionGroup, 
    byte&lt;<a href="#ItemType">ItemType</a>&gt; itemType, 
    int itemId, 
    byte&lt;<a href="#OwnershipState">OwnershipState</a>&gt; desiredPossessionState)</pre><p>Condition function: <code><a href="#PlayerHasItemIncludingBBox">PlayerHasItemIncludingBBox</a></code></p>
</div></section>
<section class="instr condinstr">
<h3 id="IfGameCycle"><a href="#IfGameCycle" class="selfref"><code>IfGameCycle</code></a> <span class="sectioninfo">Instruction 3[17]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common, common_func</p>
<pre>IfGameCycle(
    sbyte&lt;<a href="#ConditionGroup">ConditionGroup</a>&gt; resultConditionGroup, 
    byte&lt;<a href="#ComparisonType">ComparisonType</a>&gt; comparisonType, 
    byte completedGameCyclesThreshold)</pre><p>Condition function: <code><a href="#GameCycle">GameCycle</a></code></p>
</div></section>
<section class="instr condinstr unused">
<h3 id="IfActionButtonLineSegment"><a href="#IfActionButtonLineSegment" class="selfref"><code>IfActionButtonLineSegment</code></a> <span class="sectioninfo">Instruction 3[18]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo sectionunused">Unused</p>
<pre>IfActionButtonLineSegment(
    sbyte&lt;<a href="#ConditionGroup">ConditionGroup</a>&gt; resultConditionGroup, 
    int&lt;<a href="#TargetEntityType">TargetEntityType</a>&gt; targetEntityType, 
    int targetEntityId, 
    float reactionAngleDeg, 
    short dummypolyId, 
    float reactionDistance, 
    int helpMessageId, 
    byte&lt;<a href="#ReactionType">ReactionType</a>&gt; reactionType, 
    int padId, 
    int lineSegmentDefinedByEntityId)</pre><p>Condition function: <code><a href="#ActionButtonLineSegment">ActionButtonLineSegment</a></code></p>
</div></section>
<section class="instr condinstr unused">
<h3 id="IfActionButtonLineSegmentBossRoom"><a href="#IfActionButtonLineSegmentBossRoom" class="selfref"><code>IfActionButtonLineSegmentBossRoom</code></a> <span class="sectioninfo">Instruction 3[19]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo sectionunused">Unused</p>
<pre>IfActionButtonLineSegmentBossRoom(
    sbyte&lt;<a href="#ConditionGroup">ConditionGroup</a>&gt; resultConditionGroup, 
    int&lt;<a href="#TargetEntityType">TargetEntityType</a>&gt; targetEntityType, 
    int targetEntityId, 
    float reactionAngleDeg, 
    short dummypolyId, 
    float reactionDistance, 
    int helpMessageId, 
    byte&lt;<a href="#ReactionType">ReactionType</a>&gt; reactionType, 
    int padId, 
    int lineSegmentDefinedByEntityId)</pre><p>Condition function: <code><a href="#ActionButtonLineSegmentBossRoom">ActionButtonLineSegmentBossRoom</a></code></p>
</div></section>
<section class="instr condinstr">
<h3 id="IfCompareEventValues"><a href="#IfCompareEventValues" class="selfref"><code>IfCompareEventValues</code></a> <span class="sectioninfo">Instruction 3[20]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common</p>
<pre>IfCompareEventValues(
    sbyte&lt;<a href="#ConditionGroup">ConditionGroup</a>&gt; resultConditionGroup, 
    int leftsideBaseEventFlagId, 
    byte leftsideNumberOfUsedFlagBits, 
    byte&lt;<a href="#ComparisonType">ComparisonType</a>&gt; comparisonType, 
    int rightsideBaseEventFlagId, 
    byte rightsideNumberOfUsedFlagBits)</pre><p>Condition function: <code><a href="#CompareEventValues">CompareEventValues</a></code></p>
</div></section>
<section class="instr condinstr unused">
<h3 id="IfOwnsDlc"><a href="#IfOwnsDlc" class="selfref"><code>IfOwnsDlc</code></a> <span class="sectioninfo">Instruction 3[21]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo sectionunused">Unused</p>
<pre>IfOwnsDlc(
    sbyte&lt;<a href="#ConditionGroup">ConditionGroup</a>&gt; resultConditionGroup, 
    bool ownsDlc)</pre><p>Condition function: <code><a href="#OwnsDLC">OwnsDLC</a></code></p>
</div></section>
<section class="instr condinstr unused">
<h3 id="IfOnlineMode"><a href="#IfOnlineMode" class="selfref"><code>IfOnlineMode</code></a> <span class="sectioninfo">Instruction 3[22]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo sectionunused">Unused</p>
<pre>IfOnlineMode(
    sbyte&lt;<a href="#ConditionGroup">ConditionGroup</a>&gt; resultConditionGroup, 
    bool onlineMode)</pre><p>Condition function: <code><a href="#IsOnline">IsOnline</a></code></p>
</div></section>
<section class="instr condinstr">
<h3 id="IfDamageType"><a href="#IfDamageType" class="selfref"><code>IfDamageType</code></a> <span class="sectioninfo">Instruction 3[23]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in all but common</p>
<pre>IfDamageType(
    sbyte&lt;<a href="#ConditionGroup">ConditionGroup</a>&gt; resultConditionGroup, 
    int targetEntityId, 
    int attackerEntityId, 
    byte&lt;<a href="#DamageType">DamageType</a>&gt; damageType)</pre><p>Condition function: <code><a href="#HasDamageType">HasDamageType</a></code></p>
</div></section>
<section class="instr condinstr">
<h3 id="IfActionButton"><a href="#IfActionButton" class="selfref"><code>IfActionButton</code></a> <span class="sectioninfo">Instruction 3[24]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in all but common and m13_00_00_00</p>
<pre>IfActionButton(
    sbyte&lt;<a href="#ConditionGroup">ConditionGroup</a>&gt; resultConditionGroup, 
    int actionButtonParameterId, 
    int targetEntityId)</pre><p>Condition function: <code><a href="#ActionButtonInArea">ActionButtonInArea</a></code></p>
</div></section>
<section class="instr condinstr">
<h3 id="IfPlayerIsNotInOwnWorldExcludesArena"><a href="#IfPlayerIsNotInOwnWorldExcludesArena" class="selfref"><code>IfPlayerIsNotInOwnWorldExcludesArena</code></a> <span class="sectioninfo">Instruction 3[26]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common_func</p>
<pre>IfPlayerIsNotInOwnWorldExcludesArena(
    sbyte&lt;<a href="#ConditionGroup">ConditionGroup</a>&gt; resultConditionGroup, 
    bool isNotIn)</pre><p>Condition function: <code><a href="#PlayerIsNotInOwnWorld">PlayerIsNotInOwnWorld</a></code></p>
</div></section>
<section class="instr condinstr unused">
<h3 id="IfMapCeremonyState"><a href="#IfMapCeremonyState" class="selfref"><code>IfMapCeremonyState</code></a> <span class="sectioninfo">Instruction 3[28]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo sectionunused">Unused</p>
<pre>IfMapCeremonyState(
    sbyte&lt;<a href="#ConditionGroup">ConditionGroup</a>&gt; resultConditionGroup, 
    byte&lt;<a href="#DisabledEnabled">DisabledEnabled</a>&gt; desiredState, 
    byte areaId, 
    byte blockId, 
    ushort ceremonyId)</pre><p>Condition function: <code><a href="#MapCeremony">MapCeremony</a></code></p>
</div></section>
<section class="instr condinstr unused">
<h3 id="IfMultiplayerNetworkPenalized"><a href="#IfMultiplayerNetworkPenalized" class="selfref"><code>IfMultiplayerNetworkPenalized</code></a> <span class="sectioninfo">Instruction 3[29]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo sectionunused">Unused</p>
<pre>IfMultiplayerNetworkPenalized(
    sbyte&lt;<a href="#ConditionGroup">ConditionGroup</a>&gt; resultConditionGroup)</pre><p>Condition function: <code><a href="#MultiplayerNetworkPenalized">MultiplayerNetworkPenalized</a></code></p>
</div></section>
<section class="instr condinstr unused">
<h3 id="IfPlayerGender"><a href="#IfPlayerGender" class="selfref"><code>IfPlayerGender</code></a> <span class="sectioninfo">Instruction 3[30]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo sectionunused">Unused</p>
<pre>IfPlayerGender(
    sbyte&lt;<a href="#ConditionGroup">ConditionGroup</a>&gt; resultConditionGroup, 
    byte&lt;<a href="#Gender">Gender</a>&gt; gender)</pre><p>Condition function: <code><a href="#PlayerGender">PlayerGender</a></code></p>
</div></section>
<section class="instr condinstr">
<h3 id="IfOngoingCutsceneFinished"><a href="#IfOngoingCutsceneFinished" class="selfref"><code>IfOngoingCutsceneFinished</code></a> <span class="sectioninfo">Instruction 3[31]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in m10_00_00_00, m11_00_00_00, m11_01_00_00, m11_02_00_00, m20_00_00_00, m25_00_00_00</p>
<pre>IfOngoingCutsceneFinished(
    sbyte&lt;<a href="#ConditionGroup">ConditionGroup</a>&gt; resultConditionGroup, 
    int cutsceneId)</pre><p>Condition function: <code><a href="#OngoingCutsceneFinished">OngoingCutsceneFinished</a></code></p>
</div></section>
<section class="instr condinstr">
<h3 id="IfPlayerHasItemEquipped"><a href="#IfPlayerHasItemEquipped" class="selfref"><code>IfPlayerHasItemEquipped</code></a> <span class="sectioninfo">Instruction 3[34]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in m11_02_00_00</p>
<pre>IfPlayerHasItemEquipped(
    sbyte&lt;<a href="#ConditionGroup">ConditionGroup</a>&gt; resultConditionGroup, 
    byte&lt;<a href="#ItemType">ItemType</a>&gt; itemType, 
    int itemId, 
    bool hasEquipped)</pre><p>Condition function: <code><a href="#PlayerHasItemEquipped">PlayerHasItemEquipped</a></code></p>
</div></section>
<section class="instr condinstr unused">
<h3 id="IfSteamDisconnected"><a href="#IfSteamDisconnected" class="selfref"><code>IfSteamDisconnected</code></a> <span class="sectioninfo">Instruction 3[38]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo sectionunused">Unused</p>
<pre>IfSteamDisconnected(
    sbyte&lt;<a href="#ConditionGroup">ConditionGroup</a>&gt; resultConditionGroup, 
    bool disconnected)</pre><p>Condition function: <code><a href="#SteamDisconnected">SteamDisconnected</a></code></p>
</div></section>
<section class="instr condinstr unused">
<h3 id="IfFriendlyPhantomCountComparison"><a href="#IfFriendlyPhantomCountComparison" class="selfref"><code>IfFriendlyPhantomCountComparison</code></a> <span class="sectioninfo">Instruction 3[39]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo sectionunused">Unused</p>
<pre>IfFriendlyPhantomCountComparison(
    sbyte&lt;<a href="#ConditionGroup">ConditionGroup</a>&gt; resultConditionGroup, 
    bool desiredComparisonState, 
    sbyte&lt;<a href="#ComparisonType">ComparisonType</a>&gt; comparisonType, 
    int targetCount)</pre><p>Condition function: <code><a href="#FriendlyPhantomCount">FriendlyPhantomCount</a></code></p>
</div></section>
<h2 id="4_Condition_Character"><a href="#4_Condition_Character" class="selfref">4 - Condition - Character</a></h2>
<section class="instr condinstr">
<h3 id="IfCharacterDeadalive"><a href="#IfCharacterDeadalive" class="selfref"><code>IfCharacterDeadalive</code></a> <span class="sectioninfo">Instruction 4[00]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in all but m13_00_00_00</p>
<pre>IfCharacterDeadalive(
    sbyte&lt;<a href="#ConditionGroup">ConditionGroup</a>&gt; resultConditionGroup, 
    int targetEntityId, 
    byte&lt;<a href="#DeathState">DeathState</a>&gt; desiredLifeState, 
    sbyte&lt;<a href="#ComparisonType">ComparisonType</a>&gt; comparisonType, 
    float numberOfTargetCharacters)</pre><p>Condition function: <code><a href="#CharacterDead">CharacterDead</a></code></p>
</div></section>
<section class="instr condinstr">
<h3 id="IfCharacterDamagedBy"><a href="#IfCharacterDamagedBy" class="selfref"><code>IfCharacterDamagedBy</code></a> <span class="sectioninfo">Instruction 4[01]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common_func, m11_00_00_00, m13_00_00_00</p>
<pre>IfCharacterDamagedBy(
    sbyte&lt;<a href="#ConditionGroup">ConditionGroup</a>&gt; resultConditionGroup, 
    int targetEntityId, 
    int attackerEntityId)</pre><p>Condition function: <code><a href="#CharacterDamagedBy">CharacterDamagedBy</a></code></p>
</div></section>
<section class="instr condinstr">
<h3 id="IfCharacterHPRatio"><a href="#IfCharacterHPRatio" class="selfref"><code>IfCharacterHPRatio</code></a> <span class="sectioninfo">Instruction 4[02]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in all but m11_01_00_00 and m17_00_00_00</p>
<pre>IfCharacterHPRatio(
    sbyte&lt;<a href="#ConditionGroup">ConditionGroup</a>&gt; resultConditionGroup, 
    int targetEntityId, 
    sbyte&lt;<a href="#ComparisonType">ComparisonType</a>&gt; comparisonType, 
    float targetHPRatio, 
    sbyte&lt;<a href="#ComparisonType">ComparisonType</a>&gt; comparisonType, 
    float numberOfTargetCharacters)</pre><p>Condition function: <code><a href="#HPRatio">HPRatio</a></code></p>
</div></section>
<section class="instr condinstr">
<h3 id="IfCharacterType"><a href="#IfCharacterType" class="selfref"><code>IfCharacterType</code></a> <span class="sectioninfo">Instruction 4[03]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common_func, m17_00_00_00, m20_00_00_00</p>
<pre>IfCharacterType(
    sbyte&lt;<a href="#ConditionGroup">ConditionGroup</a>&gt; resultConditionGroup, 
    int targetEntityId, 
    sbyte&lt;<a href="#TargetType">TargetType</a>&gt; targetType, 
    sbyte&lt;<a href="#ComparisonType">ComparisonType</a>&gt; comparisonType, 
    float numberOfTargetCharacters)</pre><p>Condition function: <code><a href="#CharacterType">CharacterType</a></code></p>
</div></section>
<section class="instr condinstr">
<h3 id="IfCharacterTargetedBy"><a href="#IfCharacterTargetedBy" class="selfref"><code>IfCharacterTargetedBy</code></a> <span class="sectioninfo">Instruction 4[04]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in m10_00_00_00</p>
<pre>IfCharacterTargetedBy(
    sbyte&lt;<a href="#ConditionGroup">ConditionGroup</a>&gt; resultConditionGroup, 
    int aggressorEntityId, 
    int targetEntityId, 
    bool shouldHave, 
    sbyte&lt;<a href="#ComparisonType">ComparisonType</a>&gt; comparisonType, 
    float numberOfTargetCharacters)</pre><p>Condition function: <code><a href="#CharacterTargetedBy">CharacterTargetedBy</a></code></p>
</div></section>
<section class="instr condinstr">
<h3 id="IfCharacterHasSpEffect"><a href="#IfCharacterHasSpEffect" class="selfref"><code>IfCharacterHasSpEffect</code></a> <span class="sectioninfo">Instruction 4[05]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in all</p>
<pre>IfCharacterHasSpEffect(
    sbyte&lt;<a href="#ConditionGroup">ConditionGroup</a>&gt; resultConditionGroup, 
    int targetEntityId, 
    int spEffectId, 
    bool shouldHave, 
    sbyte&lt;<a href="#ComparisonType">ComparisonType</a>&gt; comparisonType, 
    float numberOfTargetCharacters)</pre><p>Condition function: <code><a href="#CharacterHasSpEffect">CharacterHasSpEffect</a></code></p>
</div></section>
<section class="instr condinstr">
<h3 id="IfNPCPartHP"><a href="#IfNPCPartHP" class="selfref"><code>IfNPCPartHP</code></a> <span class="sectioninfo">Instruction 4[06]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common_func, m17_00_00_00, m20_00_00_00</p>
<pre>IfNPCPartHP(
    sbyte&lt;<a href="#ConditionGroup">ConditionGroup</a>&gt; resultConditionGroup, 
    int targetEntityId, 
    int npcPartId, 
    int hpThreshold, 
    sbyte&lt;<a href="#ComparisonType">ComparisonType</a>&gt; comparisonType)</pre><p>Condition function: <code><a href="#NPCPartHP">NPCPartHP</a></code></p>
</div></section>
<section class="instr condinstr">
<h3 id="IfCharacterBackreadStatus"><a href="#IfCharacterBackreadStatus" class="selfref"><code>IfCharacterBackreadStatus</code></a> <span class="sectioninfo">Instruction 4[07]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in all</p>
<pre>IfCharacterBackreadStatus(
    sbyte&lt;<a href="#ConditionGroup">ConditionGroup</a>&gt; resultConditionGroup, 
    int targetEntityId, 
    bool isBackread, 
    sbyte&lt;<a href="#ComparisonType">ComparisonType</a>&gt; comparisonType, 
    float numberOfTargetCharacters)</pre><p>Condition function: <code><a href="#CharacterBackreadStatus">CharacterBackreadStatus</a></code></p>
</div></section>
<section class="instr condinstr">
<h3 id="IfCharacterHasEventMessage"><a href="#IfCharacterHasEventMessage" class="selfref"><code>IfCharacterHasEventMessage</code></a> <span class="sectioninfo">Instruction 4[08]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in all but m13_00_00_00 and m20_00_00_00</p>
<pre>IfCharacterHasEventMessage(
    sbyte&lt;<a href="#ConditionGroup">ConditionGroup</a>&gt; resultConditionGroup, 
    int targetEntityId, 
    int targetEventMessageId, 
    bool shouldHave, 
    sbyte&lt;<a href="#ComparisonType">ComparisonType</a>&gt; comparisonType, 
    float numberOfTargetCharacters)</pre><p>Condition function: <code><a href="#CharacterHasEventMessage">CharacterHasEventMessage</a></code></p>
</div></section>
<section class="instr condinstr">
<h3 id="IfCharacterAIState"><a href="#IfCharacterAIState" class="selfref"><code>IfCharacterAIState</code></a> <span class="sectioninfo">Instruction 4[09]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in all</p>
<pre>IfCharacterAIState(
    sbyte&lt;<a href="#ConditionGroup">ConditionGroup</a>&gt; resultConditionGroup, 
    int targetEntityId, 
    byte&lt;<a href="#AIStateType">AIStateType</a>&gt; aiState, 
    sbyte&lt;<a href="#ComparisonType">ComparisonType</a>&gt; comparisonType, 
    float numberOfTargetCharacters)</pre><p>Condition function: <code><a href="#CharacterAIState">CharacterAIState</a></code></p>
</div></section>
<section class="instr condinstr unused">
<h3 id="IfPlayerUsingSkullLantern"><a href="#IfPlayerUsingSkullLantern" class="selfref"><code>IfPlayerUsingSkullLantern</code></a> <span class="sectioninfo">Instruction 4[10]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo sectionunused">Unused</p>
<pre>IfPlayerUsingSkullLantern(
    sbyte&lt;<a href="#ConditionGroup">ConditionGroup</a>&gt; resultConditionGroup, 
    bool usingSkullLantern)</pre><p>Condition function: <code><a href="#PlayerUsingSkullLantern">PlayerUsingSkullLantern</a></code></p>
</div></section>
<section class="instr condinstr unused">
<h3 id="IfPlayersClass"><a href="#IfPlayersClass" class="selfref"><code>IfPlayersClass</code></a> <span class="sectioninfo">Instruction 4[11]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo sectionunused">Unused</p>
<pre>IfPlayersClass(
    sbyte&lt;<a href="#ConditionGroup">ConditionGroup</a>&gt; resultConditionGroup, 
    byte&lt;<a href="#ClassType">ClassType</a>&gt; classNameType)</pre><p>Condition function: <code><a href="#PlayersClass">PlayersClass</a></code></p>
</div></section>
<section class="instr condinstr unused">
<h3 id="IfPlayersCovenant"><a href="#IfPlayersCovenant" class="selfref"><code>IfPlayersCovenant</code></a> <span class="sectioninfo">Instruction 4[12]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo sectionunused">Unused</p>
<pre>IfPlayersCovenant(
    sbyte&lt;<a href="#ConditionGroup">ConditionGroup</a>&gt; resultConditionGroup, 
    byte covenantIndex)</pre><p>Condition function: <code><a href="#PlayersCovenant">PlayersCovenant</a></code></p>
</div></section>
<section class="instr condinstr unused">
<h3 id="IfPlayersSoulLevel"><a href="#IfPlayersSoulLevel" class="selfref"><code>IfPlayersSoulLevel</code></a> <span class="sectioninfo">Instruction 4[13]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo sectionunused">Unused</p>
<pre>IfPlayersSoulLevel(
    sbyte&lt;<a href="#ConditionGroup">ConditionGroup</a>&gt; resultConditionGroup, 
    byte&lt;<a href="#ComparisonType">ComparisonType</a>&gt; comparisonType, 
    uint targetSoulLevel)</pre><p>Condition function: <code><a href="#PlayersSoulLevel">PlayersSoulLevel</a></code></p>
</div></section>
<section class="instr condinstr">
<h3 id="IfCharacterHPValue"><a href="#IfCharacterHPValue" class="selfref"><code>IfCharacterHPValue</code></a> <span class="sectioninfo">Instruction 4[14]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in m10_00_00_00, m11_00_00_00, m11_01_00_00, m11_02_00_00, m15_00_00_00, m25_00_00_00</p>
<pre>IfCharacterHPValue(
    sbyte&lt;<a href="#ConditionGroup">ConditionGroup</a>&gt; resultConditionGroup, 
    int targetEntityId, 
    byte&lt;<a href="#ComparisonType">ComparisonType</a>&gt; comparisonType, 
    int targetHP, 
    sbyte&lt;<a href="#ComparisonType">ComparisonType</a>&gt; comparisonType, 
    float numberOfTargetCharacters)</pre><p>Condition function: <code><a href="#CharacterHPValue">CharacterHPValue</a></code></p>
</div></section>
<section class="instr condinstr">
<h3 id="IfCharacterDrawgroupState"><a href="#IfCharacterDrawgroupState" class="selfref"><code>IfCharacterDrawgroupState</code></a> <span class="sectioninfo">Instruction 4[15]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common_func, m10_00_00_00, m11_00_00_00, m11_01_00_00, m20_00_00_00</p>
<pre>IfCharacterDrawgroupState(
    sbyte&lt;<a href="#ConditionGroup">ConditionGroup</a>&gt; resultConditionGroup, 
    int targetCharacterEntityId, 
    bool insideDrawgroup, 
    sbyte&lt;<a href="#ComparisonType">ComparisonType</a>&gt; comparisonType, 
    float numberOfTargetCharacters)</pre><p>Condition function: <code><a href="#CharacterInsideDrawGroup">CharacterInsideDrawGroup</a></code></p>
</div></section>
<section class="instr condinstr">
<h3 id="IfCharacterHPRatioNew"><a href="#IfCharacterHPRatioNew" class="selfref"><code>IfCharacterHPRatioNew</code></a> <span class="sectioninfo">Instruction 4[16]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common_func, m11_01_00_00, m25_00_00_00</p>
<pre>IfCharacterHPRatioNew(
    sbyte&lt;<a href="#ConditionGroup">ConditionGroup</a>&gt; resultConditionGroup, 
    int characterEntityId, 
    sbyte&lt;<a href="#ComparisonType">ComparisonType</a>&gt; comparisonType, 
    float targetAmount, 
    sbyte&lt;<a href="#ComparisonType">ComparisonType</a>&gt; comparisonType, 
    float numberOfTargetCharacters)</pre><p>Condition function: <code><a href="#HPRatioNew">HPRatioNew</a></code></p>
</div></section>
<section class="instr condinstr">
<h3 id="IfCharacterHasEventMessageNew"><a href="#IfCharacterHasEventMessageNew" class="selfref"><code>IfCharacterHasEventMessageNew</code></a> <span class="sectioninfo">Instruction 4[21]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in m11_00_00_00, m11_01_00_00, m11_02_00_00</p>
<pre>IfCharacterHasEventMessageNew(
    sbyte&lt;<a href="#ConditionGroup">ConditionGroup</a>&gt; resultConditionGroup, 
    int targetEntityId, 
    int targetEventMessageId, 
    bool shouldHave, 
    sbyte&lt;<a href="#ComparisonType">ComparisonType</a>&gt; comparisonType, 
    float numberOfTargetCharacters)</pre><p>Condition function: <code><a href="#CharacterHasEventMessageNew">CharacterHasEventMessageNew</a></code></p>
</div></section>
<section class="instr condinstr">
<h3 id="IfCharacterAIStateNew"><a href="#IfCharacterAIStateNew" class="selfref"><code>IfCharacterAIStateNew</code></a> <span class="sectioninfo">Instruction 4[22]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in m25_00_00_00</p>
<pre>IfCharacterAIStateNew(
    sbyte&lt;<a href="#ConditionGroup">ConditionGroup</a>&gt; resultConditionGroup, 
    int targetEntityId, 
    sbyte&lt;<a href="#AIStateType">AIStateType</a>&gt; aiState, 
    sbyte&lt;<a href="#ComparisonType">ComparisonType</a>&gt; comparisonType, 
    float numberOfTargetCharacters)</pre><p>Condition function: <code><a href="#CharacterAIStateNew">CharacterAIStateNew</a></code></p>
</div></section>
<section class="instr condinstr unused">
<h3 id="IfPlayerRemainingYoelLevelCount"><a href="#IfPlayerRemainingYoelLevelCount" class="selfref"><code>IfPlayerRemainingYoelLevelCount</code></a> <span class="sectioninfo">Instruction 4[26]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo sectionunused">Unused</p>
<pre>IfPlayerRemainingYoelLevelCount(
    sbyte&lt;<a href="#ConditionGroup">ConditionGroup</a>&gt; resultConditionGroup, 
    byte&lt;<a href="#ComparisonType">ComparisonType</a>&gt; comparisonType, 
    int targetLevelCount)</pre><p>Condition function: <code><a href="#YoelLevelCount">YoelLevelCount</a></code></p>
</div></section>
<section class="instr condinstr unused">
<h3 id="IfCharacterInvadeType"><a href="#IfCharacterInvadeType" class="selfref"><code>IfCharacterInvadeType</code></a> <span class="sectioninfo">Instruction 4[27]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo sectionunused">Unused</p>
<pre>IfCharacterInvadeType(
    sbyte&lt;<a href="#ConditionGroup">ConditionGroup</a>&gt; resultConditionGroup, 
    int targetEntityId, 
    byte invadeTypeUnknown, 
    sbyte&lt;<a href="#ComparisonType">ComparisonType</a>&gt; comparisonType, 
    float numberOfTargetCharacters)</pre><p>Condition function: <code><a href="#CharacterInvadeType">CharacterInvadeType</a></code></p>
</div></section>
<section class="instr condinstr">
<h3 id="IfPlayerSenComparison"><a href="#IfPlayerSenComparison" class="selfref"><code>IfPlayerSenComparison</code></a> <span class="sectioninfo">Instruction 4[28]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common</p>
<pre>IfPlayerSenComparison(
    sbyte&lt;<a href="#ConditionGroup">ConditionGroup</a>&gt; resultConditionGroup, 
    sbyte&lt;<a href="#ComparisonType">ComparisonType</a>&gt; comparisonType, 
    uint targetAmount)</pre><p>Condition function: <code><a href="#PlayerSen">PlayerSen</a></code></p>
</div></section>
<section class="instr condinstr">
<h3 id="IfPlayerSwimState"><a href="#IfPlayerSwimState" class="selfref"><code>IfPlayerSwimState</code></a> <span class="sectioninfo">Instruction 4[34]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common, common_func, m17_00_00_00</p>
<pre>IfPlayerSwimState(
    sbyte&lt;<a href="#ConditionGroup">ConditionGroup</a>&gt; resultConditionGroup, 
    byte&lt;<a href="#SwimState">SwimState</a>&gt; swimState)</pre><p>Condition function: <code><a href="#PlayerSwimState">PlayerSwimState</a></code></p>
</div></section>
<section class="instr condinstr">
<h3 id="IfActionBit"><a href="#IfActionBit" class="selfref"><code>IfActionBit</code></a> <span class="sectioninfo">Instruction 4[35]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common, m11_00_00_00</p>
<pre>IfActionBit(
    sbyte&lt;<a href="#ConditionGroup">ConditionGroup</a>&gt; resultConditionGroup, 
    byte actionstartbit, 
    bool bitSet)</pre><p>Condition function: <code><a href="#ActionBit">ActionBit</a></code></p>
</div></section>
<section class="instr condinstr">
<h3 id="IfPlayerLockedOn"><a href="#IfPlayerLockedOn" class="selfref"><code>IfPlayerLockedOn</code></a> <span class="sectioninfo">Instruction 4[36]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in m11_00_00_00, m11_02_00_00</p>
<pre>IfPlayerLockedOn(
    sbyte&lt;<a href="#ConditionGroup">ConditionGroup</a>&gt; resultConditionGroup, 
    int targetEntityId, 
    bool lockedOn)</pre><p>Condition function: <code><a href="#PlayerLockedOn">PlayerLockedOn</a></code></p>
</div></section>
<section class="instr condinstr">
<h3 id="IfNumberOfCharacterHealthBars"><a href="#IfNumberOfCharacterHealthBars" class="selfref"><code>IfNumberOfCharacterHealthBars</code></a> <span class="sectioninfo">Instruction 4[37]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common_func, m10_00_00_00, m11_00_00_00, m11_01_00_00, m11_02_00_00, m15_00_00_00, m17_00_00_00, m25_00_00_00</p>
<pre>IfNumberOfCharacterHealthBars(
    sbyte&lt;<a href="#ConditionGroup">ConditionGroup</a>&gt; resultConditionGroup, 
    int targetEntityId, 
    sbyte&lt;<a href="#ComparisonType">ComparisonType</a>&gt; comparisonType, 
    uint targetNumberOfHealthBars, 
    sbyte&lt;<a href="#ComparisonType">ComparisonType</a>&gt; comparisonType, 
    float numberOfTargetCharacters)</pre><p>Condition function: <code><a href="#NumberOfCharacterHealthBars">NumberOfCharacterHealthBars</a></code></p>
</div></section>
<section class="instr condinstr">
<h3 id="IfNumberOfCharacterHealthBarsOther"><a href="#IfNumberOfCharacterHealthBarsOther" class="selfref"><code>IfNumberOfCharacterHealthBarsOther</code></a> <span class="sectioninfo">Instruction 4[38]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common_func, m11_01_00_00</p>
<pre>IfNumberOfCharacterHealthBarsOther(
    sbyte&lt;<a href="#ConditionGroup">ConditionGroup</a>&gt; resultConditionGroup, 
    int targetEntityId, 
    sbyte&lt;<a href="#ComparisonType">ComparisonType</a>&gt; comparisonType, 
    uint targetNumberOfHealthBars, 
    sbyte&lt;<a href="#ComparisonType">ComparisonType</a>&gt; comparisonType, 
    float numberOfTargetCharacters)</pre><p>Condition function: <code><a href="#NumberOfCharacterHealthBarsOther">NumberOfCharacterHealthBarsOther</a></code></p>
</div></section>
<section class="instr condinstr">
<h3 id="IfCharacterPostureRatio"><a href="#IfCharacterPostureRatio" class="selfref"><code>IfCharacterPostureRatio</code></a> <span class="sectioninfo">Instruction 4[39]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in all but common</p>
<pre>IfCharacterPostureRatio(
    sbyte&lt;<a href="#ConditionGroup">ConditionGroup</a>&gt; resultConditionGroup, 
    int targetEntityId, 
    sbyte&lt;<a href="#ComparisonType">ComparisonType</a>&gt; comparisonType, 
    float targetPostureRatio, 
    sbyte&lt;<a href="#ComparisonType">ComparisonType</a>&gt; comparisonType, 
    float numberOfTargetCharacters)</pre><p>Condition function: <code><a href="#CharacterPostureRatio">CharacterPostureRatio</a></code></p>
</div></section>
<section class="instr condinstr">
<h3 id="IfCharacterInViewRange"><a href="#IfCharacterInViewRange" class="selfref"><code>IfCharacterInViewRange</code></a> <span class="sectioninfo">Instruction 4[43]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in m17_00_00_00</p>
<pre>IfCharacterInViewRange(
    sbyte&lt;<a href="#ConditionGroup">ConditionGroup</a>&gt; resultConditionGroup, 
    int viewedEntityId, 
    int viewerEntityId, 
    int angleDegrees, 
    int minDistance, 
    int maxDistance, 
    byte&lt;<a href="#InsideOutsideState">InsideOutsideState</a>&gt; desiredState)</pre><p>Condition function: <code><a href="#CharacterInViewRange">CharacterInViewRange</a></code></p>
</div></section>
<section class="instr condinstr">
<h3 id="IfPlayerActionsEnabled"><a href="#IfPlayerActionsEnabled" class="selfref"><code>IfPlayerActionsEnabled</code></a> <span class="sectioninfo">Instruction 4[44]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in m11_00_00_00</p>
<pre>IfPlayerActionsEnabled(
    sbyte&lt;<a href="#ConditionGroup">ConditionGroup</a>&gt; resultConditionGroup, 
    byte&lt;<a href="#DisabledEnabled">DisabledEnabled</a>&gt; disabledEnabled)</pre><p>Condition function: <code><a href="#PlayerActionsEnabled">PlayerActionsEnabled</a></code></p>
</div></section>
<section class="instr condinstr">
<h3 id="IfEntityLoaded"><a href="#IfEntityLoaded" class="selfref"><code>IfEntityLoaded</code></a> <span class="sectioninfo">Instruction 4[45]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common_func, m10_00_00_00</p>
<pre>IfEntityLoaded(
    sbyte&lt;<a href="#ConditionGroup">ConditionGroup</a>&gt; resultConditionGroup, 
    int targetEntityId, 
    bool isLoaded, 
    sbyte&lt;<a href="#ComparisonType">ComparisonType</a>&gt; comparisonType, 
    float numberOfTargetCharacters)</pre><p>Condition function: <code><a href="#EntityLoaded">EntityLoaded</a></code></p>
</div></section>
<h2 id="5_Condition_Object"><a href="#5_Condition_Object" class="selfref">5 - Condition - Object</a></h2>
<section class="instr condinstr">
<h3 id="IfObjectDestroyed"><a href="#IfObjectDestroyed" class="selfref"><code>IfObjectDestroyed</code></a> <span class="sectioninfo">Instruction 5[00]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common_func, m10_00_00_00, m11_00_00_00, m25_00_00_00</p>
<pre>IfObjectDestroyed(
    sbyte&lt;<a href="#ConditionGroup">ConditionGroup</a>&gt; resultConditionGroup, 
    byte&lt;<a href="#DestructionState">DestructionState</a>&gt; damageState, 
    int targetObjectEntityId, 
    sbyte&lt;<a href="#ComparisonType">ComparisonType</a>&gt; comparisonType, 
    float numberOfTargetObjects)</pre><p>Condition function: <code><a href="#ObjectDestroyed">ObjectDestroyed</a></code></p>
</div></section>
<section class="instr condinstr unused">
<h3 id="IfObjectHitBy"><a href="#IfObjectHitBy" class="selfref"><code>IfObjectHitBy</code></a> <span class="sectioninfo">Instruction 5[01]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo sectionunused">Unused</p>
<pre>IfObjectHitBy(
    sbyte&lt;<a href="#ConditionGroup">ConditionGroup</a>&gt; resultConditionGroup, 
    int targetEntityId, 
    int attackerEntityId)</pre><p>Condition function: <code><a href="#ObjectHitBy">ObjectHitBy</a></code></p>
</div></section>
<section class="instr condinstr">
<h3 id="IfObjactEventFlag"><a href="#IfObjactEventFlag" class="selfref"><code>IfObjactEventFlag</code></a> <span class="sectioninfo">Instruction 5[02]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common_func, m10_00_00_00, m11_01_00_00, m20_00_00_00</p>
<pre>IfObjactEventFlag(
    sbyte&lt;<a href="#ConditionGroup">ConditionGroup</a>&gt; resultConditionGroup, 
    int objactEventFlag)</pre><p>Condition function: <code><a href="#ObjActEventFlag">ObjActEventFlag</a></code></p>
</div></section>
<section class="instr condinstr">
<h3 id="IfObjectHP"><a href="#IfObjectHP" class="selfref"><code>IfObjectHP</code></a> <span class="sectioninfo">Instruction 5[03]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common_func, m10_00_00_00</p>
<pre>IfObjectHP(
    sbyte&lt;<a href="#ConditionGroup">ConditionGroup</a>&gt; resultConditionGroup, 
    int targetEntityId, 
    sbyte&lt;<a href="#ComparisonType">ComparisonType</a>&gt; comparisonType, 
    int hpThreshold, 
    sbyte&lt;<a href="#ComparisonType">ComparisonType</a>&gt; comparisonType, 
    float numberOfTargetObjects)</pre><p>Condition function: <code><a href="#ObjectHP">ObjectHP</a></code></p>
</div></section>
<section class="instr condinstr unused">
<h3 id="IfObjectBurnState"><a href="#IfObjectBurnState" class="selfref"><code>IfObjectBurnState</code></a> <span class="sectioninfo">Instruction 5[09]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo sectionunused">Unused</p>
<pre>IfObjectBurnState(
    sbyte&lt;<a href="#ConditionGroup">ConditionGroup</a>&gt; resultConditionGroup, 
    int targetEntityId, 
    byte&lt;<a href="#ComparisonType">ComparisonType</a>&gt; comparisonType, 
    byte burnStateUnknown, 
    sbyte&lt;<a href="#ComparisonType">ComparisonType</a>&gt; comparisonType, 
    float numberOfTargetObjects)</pre><p>Condition function: <code><a href="#ObjectBurnState">ObjectBurnState</a></code></p>
</div></section>
<section class="instr condinstr">
<h3 id="IfObjectBackread"><a href="#IfObjectBackread" class="selfref"><code>IfObjectBackread</code></a> <span class="sectioninfo">Instruction 5[10]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common_func, m11_01_00_00, m11_02_00_00, m25_00_00_00</p>
<pre>IfObjectBackread(
    sbyte&lt;<a href="#ConditionGroup">ConditionGroup</a>&gt; resultConditionGroup, 
    int targetEntityId, 
    bool isBackread, 
    sbyte&lt;<a href="#ComparisonType">ComparisonType</a>&gt; comparisonType, 
    float numberOfTargetObjects)</pre><p>Condition function: <code><a href="#ObjectBackread">ObjectBackread</a></code></p>
</div></section>
<section class="instr condinstr unused">
<h3 id="IfObjectBackreadUnknown511"><a href="#IfObjectBackreadUnknown511" class="selfref"><code>IfObjectBackreadUnknown511</code></a> <span class="sectioninfo">Instruction 5[11]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo sectionunused">Unused</p>
<pre>IfObjectBackreadUnknown511(
    sbyte&lt;<a href="#ConditionGroup">ConditionGroup</a>&gt; resultConditionGroup, 
    int targetEntityId, 
    bool isBackread, 
    sbyte&lt;<a href="#ComparisonType">ComparisonType</a>&gt; comparisonType, 
    float numberOfTargetObjects)</pre><p>Condition function: <code><a href="#ObjectBackreadOther">ObjectBackreadOther</a></code></p>
</div></section>
<section class="instr condinstr">
<h3 id="IfObjectAnimationEnded"><a href="#IfObjectAnimationEnded" class="selfref"><code>IfObjectAnimationEnded</code></a> <span class="sectioninfo">Instruction 5[12]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in m20_00_00_00</p>
<pre>IfObjectAnimationEnded(
    sbyte&lt;<a href="#ConditionGroup">ConditionGroup</a>&gt; resultConditionGroup, 
    int objectEntityId, 
    int animationId, 
    sbyte&lt;<a href="#ComparisonType">ComparisonType</a>&gt; comparisonType, 
    float numberOfTargetObjects)</pre><p>Condition function: <code><a href="#ObjectAnimationEnded">ObjectAnimationEnded</a></code></p>
</div></section>
<h2 id="11_Condition_Hit"><a href="#11_Condition_Hit" class="selfref">11 - Condition - Hit</a></h2>
<section class="instr condinstr unused">
<h3 id="IfPlayerMovingOnHit"><a href="#IfPlayerMovingOnHit" class="selfref"><code>IfPlayerMovingOnHit</code></a> <span class="sectioninfo">Instruction 11[00]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo sectionunused">Unused</p>
<pre>IfPlayerMovingOnHit(
    sbyte&lt;<a href="#ConditionGroup">ConditionGroup</a>&gt; resultConditionGroup, 
    int hitEntityId)</pre><p>Condition function: <code><a href="#PlayerMovingOnHit">PlayerMovingOnHit</a></code></p>
</div></section>
<section class="instr condinstr unused">
<h3 id="IfPlayerAttackingOnHit"><a href="#IfPlayerAttackingOnHit" class="selfref"><code>IfPlayerAttackingOnHit</code></a> <span class="sectioninfo">Instruction 11[01]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo sectionunused">Unused</p>
<pre>IfPlayerAttackingOnHit(
    sbyte&lt;<a href="#ConditionGroup">ConditionGroup</a>&gt; resultConditionGroup, 
    int hitEntityId)</pre><p>Condition function: <code><a href="#PlayerAttackingOnHit">PlayerAttackingOnHit</a></code></p>
</div></section>
<section class="instr condinstr">
<h3 id="IfPlayerStandingOnHit"><a href="#IfPlayerStandingOnHit" class="selfref"><code>IfPlayerStandingOnHit</code></a> <span class="sectioninfo">Instruction 11[02]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common_func, m10_00_00_00, m11_00_00_00, m11_01_00_00, m11_02_00_00, m20_00_00_00</p>
<pre>IfPlayerStandingOnHit(
    sbyte&lt;<a href="#ConditionGroup">ConditionGroup</a>&gt; resultConditionGroup, 
    int hitEntityId)</pre><p>Condition function: <code><a href="#PlayerStandingOnHit">PlayerStandingOnHit</a></code></p>
</div></section>
<section class="instr condinstr">
<h3 id="IfHitLoaded"><a href="#IfHitLoaded" class="selfref"><code>IfHitLoaded</code></a> <span class="sectioninfo">Instruction 11[03]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in m11_01_00_00, m11_02_00_00</p>
<pre>IfHitLoaded(
    sbyte&lt;<a href="#ConditionGroup">ConditionGroup</a>&gt; resultConditionGroup, 
    int hitEntityId)</pre><p>Condition function: <code><a href="#HitLoaded">HitLoaded</a></code></p>
</div></section>
<h2 id="12_Condition_Map"><a href="#12_Condition_Map" class="selfref">12 - Condition - Map</a></h2>
<section class="instr condinstr">
<h3 id="IfMapAlertMusicState"><a href="#IfMapAlertMusicState" class="selfref"><code>IfMapAlertMusicState</code></a> <span class="sectioninfo">Instruction 12[02]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common, common_func, m11_00_00_00, m11_02_00_00, m25_00_00_00</p>
<pre>IfMapAlertMusicState(
    sbyte&lt;<a href="#ConditionGroup">ConditionGroup</a>&gt; resultConditionGroup, 
    byte&lt;<a href="#MusicStateType">MusicStateType</a>&gt; musicState, 
    bool playing)</pre><p>Condition function: <code><a href="#MapAlertMusicState">MapAlertMusicState</a></code></p>
</div></section>
<section class="instr condinstr">
<h3 id="IfMusicTransitioningBetweenMaps"><a href="#IfMusicTransitioningBetweenMaps" class="selfref"><code>IfMusicTransitioningBetweenMaps</code></a> <span class="sectioninfo">Instruction 12[03]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common</p>
<pre>IfMusicTransitioningBetweenMaps(
    sbyte&lt;<a href="#ConditionGroup">ConditionGroup</a>&gt; resultConditionGroup)</pre><p>Condition function: <code><a href="#MusicTransitioningBetweenMaps">MusicTransitioningBetweenMaps</a></code></p>
</div></section>
<section class="instr condinstr">
<h3 id="IfPlayerHasChangedMap"><a href="#IfPlayerHasChangedMap" class="selfref"><code>IfPlayerHasChangedMap</code></a> <span class="sectioninfo">Instruction 12[04]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common, m13_00_00_00</p>
<pre>IfPlayerHasChangedMap(
    sbyte&lt;<a href="#ConditionGroup">ConditionGroup</a>&gt; resultConditionGroup)</pre><p>Condition function: <code><a href="#PlayerHasChangedMap">PlayerHasChangedMap</a></code></p>
</div></section>
<section class="instr condinstr">
<h3 id="IfGameIsLoading"><a href="#IfGameIsLoading" class="selfref"><code>IfGameIsLoading</code></a> <span class="sectioninfo">Instruction 12[05]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common_func, m11_02_00_00, m17_00_00_00, m20_00_00_00</p>
<pre>IfGameIsLoading(
    sbyte&lt;<a href="#ConditionGroup">ConditionGroup</a>&gt; resultConditionGroup)</pre><p>Condition function: <code><a href="#GameIsLoading">GameIsLoading</a></code></p>
</div></section>
<h2 id="13_Condition_Advanced"><a href="#13_Condition_Advanced" class="selfref">13 - Condition - Advanced</a></h2>
<section class="instr condinstr">
<h3 id="IfPlayerIsLookingAtEntity"><a href="#IfPlayerIsLookingAtEntity" class="selfref"><code>IfPlayerIsLookingAtEntity</code></a> <span class="sectioninfo">Instruction 13[01]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common_func, m11_00_00_00, m11_01_00_00, m11_02_00_00, m17_00_00_00, m20_00_00_00</p>
<pre>IfPlayerIsLookingAtEntity(
    sbyte&lt;<a href="#ConditionGroup">ConditionGroup</a>&gt; resultConditionGroup, 
    bool looking, 
    int lookingEntityId, 
    int targetEntityId, 
    int angle, 
    int angle)</pre><p>Condition function: <code><a href="#PlayerIsLookingAtEntity">PlayerIsLookingAtEntity</a></code></p>
</div></section>
<h2 id="1000_Control_Flow_System"><a href="#1000_Control_Flow_System" class="selfref">1000 - Control Flow - System</a></h2>
<section class="instr condinstr">
<h3 id="WaitForConditionGroupState"><a href="#WaitForConditionGroupState" class="selfref"><code>WaitForConditionGroupState</code></a> <span class="sectioninfo">Instruction 1000[00]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in m11_02_00_00, m20_00_00_00</p>
<pre>WaitForConditionGroupState(
    byte&lt;<a href="#ConditionState">ConditionState</a>&gt; desiredConditionGroupState, 
    sbyte&lt;<a href="#ConditionGroup">ConditionGroup</a>&gt; targetConditionGroup)</pre><p><code>WaitFor</code> in MattScript</p></div></section>
<section class="instr condinstr">
<h3 id="SkipIfConditionGroupStateUncompiled"><a href="#SkipIfConditionGroupStateUncompiled" class="selfref"><code>SkipIfConditionGroupStateUncompiled</code></a> <span class="sectioninfo">Instruction 1000[01]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common, common_func, m10_00_00_00, m11_00_00_00, m11_01_00_00, m11_02_00_00, m20_00_00_00, m25_00_00_00</p>
<pre>SkipIfConditionGroupStateUncompiled(
    byte numberOfSkippedLines, 
    byte&lt;<a href="#ConditionState">ConditionState</a>&gt; desiredConditionGroupState, 
    sbyte&lt;<a href="#ConditionGroup">ConditionGroup</a>&gt; targetConditionGroup)</pre><p><code>GotoIf</code> in MattScript</p></div></section>
<section class="instr condinstr">
<h3 id="EndIfConditionGroupStateUncompiled"><a href="#EndIfConditionGroupStateUncompiled" class="selfref"><code>EndIfConditionGroupStateUncompiled</code></a> <span class="sectioninfo">Instruction 1000[02]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in all</p>
<pre>EndIfConditionGroupStateUncompiled(
    byte&lt;<a href="#EventEndType">EventEndType</a>&gt; executionEndType, 
    byte&lt;<a href="#ConditionState">ConditionState</a>&gt; desiredConditionGroupState, 
    sbyte&lt;<a href="#ConditionGroup">ConditionGroup</a>&gt; targetConditionGroup)</pre><p><code>EndIf or RestartIf</code> in MattScript</p></div></section>
<section class="instr condinstr">
<h3 id="SkipUnconditionally"><a href="#SkipUnconditionally" class="selfref"><code>SkipUnconditionally</code></a> <span class="sectioninfo">Instruction 1000[03]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common, m10_00_00_00, m11_00_00_00, m17_00_00_00, m20_00_00_00, m25_00_00_00</p>
<pre>SkipUnconditionally(
    byte numberOfSkippedLines)</pre><p><code>Goto</code> in MattScript</p></div></section>
<section class="instr condinstr">
<h3 id="EndUnconditionally"><a href="#EndUnconditionally" class="selfref"><code>EndUnconditionally</code></a> <span class="sectioninfo">Instruction 1000[04]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in all</p>
<pre>EndUnconditionally(
    byte&lt;<a href="#EventEndType">EventEndType</a>&gt; executionEndType)</pre><p><code>EndEvent or RestartEvent</code> in MattScript</p></div></section>
<section class="instr condinstr">
<h3 id="SkipIfComparison"><a href="#SkipIfComparison" class="selfref"><code>SkipIfComparison</code></a> <span class="sectioninfo">Instruction 1000[05]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common, common_func, m10_00_00_00, m11_00_00_00, m11_01_00_00, m15_00_00_00, m17_00_00_00, m25_00_00_00</p>
<pre>SkipIfComparison(
    byte numberOfSkippedLines, 
    sbyte&lt;<a href="#ComparisonType">ComparisonType</a>&gt; comparisonType, 
    int lefthandSide, 
    int righthandSide)</pre><p>Condition function: <code><a href="#Compare">Compare</a></code></p>
</div></section>
<section class="instr condinstr">
<h3 id="EndIfComparison"><a href="#EndIfComparison" class="selfref"><code>EndIfComparison</code></a> <span class="sectioninfo">Instruction 1000[06]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common, common_func</p>
<pre>EndIfComparison(
    byte&lt;<a href="#EventEndType">EventEndType</a>&gt; executionEndType, 
    sbyte&lt;<a href="#ComparisonType">ComparisonType</a>&gt; comparisonType, 
    int lefthandSide, 
    int righthandSide)</pre><p>Condition function: <code><a href="#Compare">Compare</a></code></p>
</div></section>
<section class="instr condinstr">
<h3 id="SkipIfConditionGroupStateCompiled"><a href="#SkipIfConditionGroupStateCompiled" class="selfref"><code>SkipIfConditionGroupStateCompiled</code></a> <span class="sectioninfo">Instruction 1000[07]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common_func, m10_00_00_00, m11_00_00_00, m11_01_00_00, m11_02_00_00, m25_00_00_00</p>
<pre>SkipIfConditionGroupStateCompiled(
    byte numberOfSkippedLines, 
    byte&lt;<a href="#ConditionState">ConditionState</a>&gt; desiredConditionGroupState, 
    sbyte&lt;<a href="#ConditionGroup">ConditionGroup</a>&gt; targetConditionGroup)</pre><p><code>GotoIf(cond.Passed)</code> in MattScript</p></div></section>
<section class="instr condinstr">
<h3 id="EndIfConditionGroupStateCompiled"><a href="#EndIfConditionGroupStateCompiled" class="selfref"><code>EndIfConditionGroupStateCompiled</code></a> <span class="sectioninfo">Instruction 1000[08]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common, common_func, m11_01_00_00, m11_02_00_00, m15_00_00_00, m20_00_00_00, m25_00_00_00</p>
<pre>EndIfConditionGroupStateCompiled(
    byte&lt;<a href="#EventEndType">EventEndType</a>&gt; executionEndType, 
    byte&lt;<a href="#ConditionState">ConditionState</a>&gt; desiredConditionGroupState, 
    sbyte&lt;<a href="#ConditionGroup">ConditionGroup</a>&gt; targetConditionGroup)</pre><p><code>EndIf(cond.Passed) or RestartIf(cond.Passed)</code> in MattScript</p></div></section>
<section class="instr unused">
<h3 id="WaitForNetworkApproval"><a href="#WaitForNetworkApproval" class="selfref"><code>WaitForNetworkApproval</code></a> <span class="sectioninfo">Instruction 1000[09]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo sectionunused">Unused</p>
<pre>WaitForNetworkApproval(
    float timeoutS)</pre></div></section>
<section class="instr condinstr">
<h3 id="GotoIfConditionGroupStateUncompiled"><a href="#GotoIfConditionGroupStateUncompiled" class="selfref"><code>GotoIfConditionGroupStateUncompiled</code></a> <span class="sectioninfo">Instruction 1000[101]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in all</p>
<pre>GotoIfConditionGroupStateUncompiled(
    byte&lt;<a href="#Label">Label</a>&gt; label, 
    byte&lt;<a href="#ConditionState">ConditionState</a>&gt; desiredConditionGroupState, 
    sbyte&lt;<a href="#ConditionGroup">ConditionGroup</a>&gt; targetConditionGroup)</pre><p><code>GotoIf</code> in MattScript</p></div></section>
<section class="instr condinstr">
<h3 id="GotoUnconditionally"><a href="#GotoUnconditionally" class="selfref"><code>GotoUnconditionally</code></a> <span class="sectioninfo">Instruction 1000[103]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in all</p>
<pre>GotoUnconditionally(
    byte&lt;<a href="#Label">Label</a>&gt; label)</pre><p><code>Goto</code> in MattScript</p></div></section>
<section class="instr condinstr">
<h3 id="GotoIfComparison"><a href="#GotoIfComparison" class="selfref"><code>GotoIfComparison</code></a> <span class="sectioninfo">Instruction 1000[105]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common, common_func</p>
<pre>GotoIfComparison(
    byte&lt;<a href="#Label">Label</a>&gt; label, 
    sbyte&lt;<a href="#ComparisonType">ComparisonType</a>&gt; comparisonType, 
    int lefthandSide, 
    int righthandSide)</pre><p>Condition function: <code><a href="#Compare">Compare</a></code></p>
</div></section>
<section class="instr condinstr">
<h3 id="GotoIfConditionGroupStateCompiled"><a href="#GotoIfConditionGroupStateCompiled" class="selfref"><code>GotoIfConditionGroupStateCompiled</code></a> <span class="sectioninfo">Instruction 1000[107]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in all</p>
<pre>GotoIfConditionGroupStateCompiled(
    byte&lt;<a href="#Label">Label</a>&gt; label, 
    byte&lt;<a href="#ConditionState">ConditionState</a>&gt; desiredConditionGroupState, 
    sbyte&lt;<a href="#ConditionGroup">ConditionGroup</a>&gt; targetConditionGroup)</pre><p><code>GotoIf(cond.Passed)</code> in MattScript</p></div></section>
<h2 id="1001_Control_Flow_Timer"><a href="#1001_Control_Flow_Timer" class="selfref">1001 - Control Flow - Timer</a></h2>
<section class="instr">
<h3 id="WaitFixedTimeSeconds"><a href="#WaitFixedTimeSeconds" class="selfref"><code>WaitFixedTimeSeconds</code></a> <span class="sectioninfo">Instruction 1001[00]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in all</p>
<pre>WaitFixedTimeSeconds(
    float numberOfSeconds)</pre></div></section>
<section class="instr">
<h3 id="WaitFixedTimeFrames"><a href="#WaitFixedTimeFrames" class="selfref"><code>WaitFixedTimeFrames</code></a> <span class="sectioninfo">Instruction 1001[01]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in all</p>
<pre>WaitFixedTimeFrames(
    int numberOfFrames)</pre></div></section>
<section class="instr">
<h3 id="WaitRandomTimeSeconds"><a href="#WaitRandomTimeSeconds" class="selfref"><code>WaitRandomTimeSeconds</code></a> <span class="sectioninfo">Instruction 1001[02]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common_func, m10_00_00_00, m11_01_00_00, m11_02_00_00, m13_00_00_00, m25_00_00_00</p>
<pre>WaitRandomTimeSeconds(
    float minNumberOfSeconds, 
    float maxNumberOfSeconds)</pre></div></section>
<section class="instr unused">
<h3 id="WaitRandomTimeFrames"><a href="#WaitRandomTimeFrames" class="selfref"><code>WaitRandomTimeFrames</code></a> <span class="sectioninfo">Instruction 1001[03]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo sectionunused">Unused</p>
<pre>WaitRandomTimeFrames(
    int minNumberOfFrames, 
    int maxNumberOfFrames)</pre></div></section>
<section class="instr unused">
<h3 id="WaitHollowArenaHalfTimeStayparamLookup"><a href="#WaitHollowArenaHalfTimeStayparamLookup" class="selfref"><code>WaitHollowArenaHalfTimeStayparamLookup</code></a> <span class="sectioninfo">Instruction 1001[04]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo sectionunused">Unused</p>
<pre>WaitHollowArenaHalfTimeStayparamLookup(
    byte&lt;<a href="#HollowArenaMatchType">HollowArenaMatchType</a>&gt; matchType, 
    bool isSecondHalf)</pre></div></section>
<h2 id="1003_Control_Flow_Event"><a href="#1003_Control_Flow_Event" class="selfref">1003 - Control Flow - Event</a></h2>
<section class="instr">
<h3 id="WaitForEventFlag"><a href="#WaitForEventFlag" class="selfref"><code>WaitForEventFlag</code></a> <span class="sectioninfo">Instruction 1003[00]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in m11_01_00_00, m11_02_00_00</p>
<pre>WaitForEventFlag(
    byte&lt;<a href="#ONOFFCHANGE">ONOFFCHANGE</a>&gt; desiredFlagState, 
    byte&lt;<a href="#TargetEventFlagType">TargetEventFlagType</a>&gt; targetEventFlagType, 
    int targetEventFlagId)</pre></div></section>
<section class="instr condinstr">
<h3 id="SkipIfEventFlag"><a href="#SkipIfEventFlag" class="selfref"><code>SkipIfEventFlag</code></a> <span class="sectioninfo">Instruction 1003[01]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in all but m13_00_00_00</p>
<pre>SkipIfEventFlag(
    byte numberOfSkippedLines, 
    byte&lt;<a href="#ONOFF">ONOFF</a>&gt; desiredFlagState, 
    byte&lt;<a href="#TargetEventFlagType">TargetEventFlagType</a>&gt; targetEventFlagType, 
    int targetEventFlagId)</pre><p>Condition function: <code><a href="#EventFlag">EventFlag</a></code></p>
</div></section>
<section class="instr condinstr">
<h3 id="EndIfEventFlag"><a href="#EndIfEventFlag" class="selfref"><code>EndIfEventFlag</code></a> <span class="sectioninfo">Instruction 1003[02]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in all</p>
<pre>EndIfEventFlag(
    byte&lt;<a href="#EventEndType">EventEndType</a>&gt; executionEndType, 
    byte&lt;<a href="#ONOFF">ONOFF</a>&gt; desiredFlagState, 
    byte&lt;<a href="#TargetEventFlagType">TargetEventFlagType</a>&gt; targetEventFlagType, 
    int targetEventFlagId)</pre><p>Condition function: <code><a href="#EventFlag">EventFlag</a></code></p>
</div></section>
<section class="instr condinstr">
<h3 id="SkipIfBatchEventFlags"><a href="#SkipIfBatchEventFlags" class="selfref"><code>SkipIfBatchEventFlags</code></a> <span class="sectioninfo">Instruction 1003[03]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common, common_func, m11_00_00_00, m11_01_00_00</p>
<pre>SkipIfBatchEventFlags(
    byte numberOfSkippedLines, 
    byte&lt;<a href="#LogicalOperationType">LogicalOperationType</a>&gt; desiredFlagState, 
    byte&lt;<a href="#TargetEventFlagType">TargetEventFlagType</a>&gt; targetEventFlagType, 
    int startingTargetEventFlagId, 
    int endingTargetEventFlagId)</pre><p>Condition function: <code><a href="#AllBatchEventFlags">AllBatchEventFlags</a></code></p>
</div></section>
<section class="instr condinstr">
<h3 id="EndIfBatchEventFlags"><a href="#EndIfBatchEventFlags" class="selfref"><code>EndIfBatchEventFlags</code></a> <span class="sectioninfo">Instruction 1003[04]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common, common_func, m10_00_00_00, m11_01_00_00, m20_00_00_00</p>
<pre>EndIfBatchEventFlags(
    byte&lt;<a href="#EventEndType">EventEndType</a>&gt; executionEndType, 
    byte&lt;<a href="#LogicalOperationType">LogicalOperationType</a>&gt; desiredFlagState, 
    byte&lt;<a href="#TargetEventFlagType">TargetEventFlagType</a>&gt; targetEventFlagType, 
    int startingTargetEventFlagId, 
    int endingTargetEventFlagId)</pre><p>Condition function: <code><a href="#AllBatchEventFlags">AllBatchEventFlags</a></code></p>
</div></section>
<section class="instr condinstr unused">
<h3 id="SkipIfMultiplayerState"><a href="#SkipIfMultiplayerState" class="selfref"><code>SkipIfMultiplayerState</code></a> <span class="sectioninfo">Instruction 1003[05]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo sectionunused">Unused</p>
<pre>SkipIfMultiplayerState(
    byte numberOfSkippedLines, 
    sbyte&lt;<a href="#MultiplayerState">MultiplayerState</a>&gt; desiredMultiplayerState)</pre><p>Condition function: <code><a href="#HasMultiplayerState">HasMultiplayerState</a></code></p>
</div></section>
<section class="instr condinstr unused">
<h3 id="EndIfMultiplayerState"><a href="#EndIfMultiplayerState" class="selfref"><code>EndIfMultiplayerState</code></a> <span class="sectioninfo">Instruction 1003[06]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo sectionunused">Unused</p>
<pre>EndIfMultiplayerState(
    byte&lt;<a href="#EventEndType">EventEndType</a>&gt; executionEndType, 
    sbyte&lt;<a href="#MultiplayerState">MultiplayerState</a>&gt; desiredMultiplayerState)</pre><p>Condition function: <code><a href="#HasMultiplayerState">HasMultiplayerState</a></code></p>
</div></section>
<section class="instr condinstr">
<h3 id="SkipIfPlayerInoutMap"><a href="#SkipIfPlayerInoutMap" class="selfref"><code>SkipIfPlayerInoutMap</code></a> <span class="sectioninfo">Instruction 1003[07]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common</p>
<pre>SkipIfPlayerInoutMap(
    byte numberOfSkippedLines, 
    bool shouldPlayerBeInside, 
    byte areaId, 
    byte blockId)</pre><p>Condition function: <code><a href="#PlayerInMap">PlayerInMap</a></code></p>
</div></section>
<section class="instr condinstr">
<h3 id="EndIfPlayerInoutMap"><a href="#EndIfPlayerInoutMap" class="selfref"><code>EndIfPlayerInoutMap</code></a> <span class="sectioninfo">Instruction 1003[08]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in m11_02_00_00</p>
<pre>EndIfPlayerInoutMap(
    byte&lt;<a href="#EventEndType">EventEndType</a>&gt; executionEndType, 
    bool shouldPlayerBeInside, 
    byte areaId, 
    byte blockId)</pre><p>Condition function: <code><a href="#PlayerInMap">PlayerInMap</a></code></p>
</div></section>
<section class="instr condinstr unused">
<h3 id="SkipIfNumberOfCoopClients"><a href="#SkipIfNumberOfCoopClients" class="selfref"><code>SkipIfNumberOfCoopClients</code></a> <span class="sectioninfo">Instruction 1003[09]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo sectionunused">Unused</p>
<pre>SkipIfNumberOfCoopClients(
    byte numberOfSkippedLines, 
    byte&lt;<a href="#ComparisonType">ComparisonType</a>&gt; comparisonType, 
    byte targetNumberOfClients)</pre><p>Condition function: <code><a href="#NumberOfCoopClients">NumberOfCoopClients</a></code></p>
</div></section>
<section class="instr condinstr unused">
<h3 id="EndIfNumberOfCoopClients"><a href="#EndIfNumberOfCoopClients" class="selfref"><code>EndIfNumberOfCoopClients</code></a> <span class="sectioninfo">Instruction 1003[10]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo sectionunused">Unused</p>
<pre>EndIfNumberOfCoopClients(
    byte&lt;<a href="#EventEndType">EventEndType</a>&gt; executionEndType, 
    byte&lt;<a href="#ComparisonType">ComparisonType</a>&gt; comparisonType, 
    byte targetNumberOfClients)</pre><p>Condition function: <code><a href="#NumberOfCoopClients">NumberOfCoopClients</a></code></p>
</div></section>
<section class="instr condinstr">
<h3 id="GotoIfCharacterHasSpEffect"><a href="#GotoIfCharacterHasSpEffect" class="selfref"><code>GotoIfCharacterHasSpEffect</code></a> <span class="sectioninfo">Instruction 1003[11]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common, common_func, m10_00_00_00, m11_00_00_00, m15_00_00_00, m17_00_00_00, m25_00_00_00</p>
<pre>GotoIfCharacterHasSpEffect(
    byte&lt;<a href="#Label">Label</a>&gt; label, 
    int targetEntityId, 
    int spEffectId, 
    bool shouldHave, 
    sbyte&lt;<a href="#ComparisonType">ComparisonType</a>&gt; comparisonType, 
    int numberOfTargetCharacters)</pre><p>Condition function: <code><a href="#CharacterHasSpEffect">CharacterHasSpEffect</a></code></p>
</div></section>
<section class="instr condinstr">
<h3 id="GotoIfPlayerIsNotInOwnWorldExcludesArena"><a href="#GotoIfPlayerIsNotInOwnWorldExcludesArena" class="selfref"><code>GotoIfPlayerIsNotInOwnWorldExcludesArena</code></a> <span class="sectioninfo">Instruction 1003[12]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common, common_func</p>
<pre>GotoIfPlayerIsNotInOwnWorldExcludesArena(
    byte&lt;<a href="#Label">Label</a>&gt; label, 
    bool isNotIn)</pre><p>Condition function: <code><a href="#PlayerIsNotInOwnWorld">PlayerIsNotInOwnWorld</a></code></p>
</div></section>
<section class="instr condinstr">
<h3 id="EndIfPlayerIsNotInOwnWorldExcludesArena"><a href="#EndIfPlayerIsNotInOwnWorldExcludesArena" class="selfref"><code>EndIfPlayerIsNotInOwnWorldExcludesArena</code></a> <span class="sectioninfo">Instruction 1003[13]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common, common_func, m10_00_00_00, m11_00_00_00, m11_01_00_00, m13_00_00_00, m20_00_00_00</p>
<pre>EndIfPlayerIsNotInOwnWorldExcludesArena(
    byte&lt;<a href="#EventEndType">EventEndType</a>&gt; executionEndType, 
    bool isNotIn)</pre><p>Condition function: <code><a href="#PlayerIsNotInOwnWorld">PlayerIsNotInOwnWorld</a></code></p>
</div></section>
<section class="instr condinstr">
<h3 id="SkipIfNumberOfClientsOfType"><a href="#SkipIfNumberOfClientsOfType" class="selfref"><code>SkipIfNumberOfClientsOfType</code></a> <span class="sectioninfo">Instruction 1003[14]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common_func</p>
<pre>SkipIfNumberOfClientsOfType(
    byte numberOfSkippedLines, 
    byte&lt;<a href="#ClientType">ClientType</a>&gt; clientType, 
    byte&lt;<a href="#ComparisonType">ComparisonType</a>&gt; comparisonType, 
    byte targetNumberOfClients)</pre><p>Condition function: <code><a href="#NumberOfClientsOfType">NumberOfClientsOfType</a></code></p>
</div></section>
<section class="instr condinstr unused">
<h3 id="GotoIfNumberOfClientsOfType"><a href="#GotoIfNumberOfClientsOfType" class="selfref"><code>GotoIfNumberOfClientsOfType</code></a> <span class="sectioninfo">Instruction 1003[15]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo sectionunused">Unused</p>
<pre>GotoIfNumberOfClientsOfType(
    byte&lt;<a href="#Label">Label</a>&gt; label, 
    byte&lt;<a href="#ClientType">ClientType</a>&gt; clientType, 
    byte&lt;<a href="#ComparisonType">ComparisonType</a>&gt; comparisonType, 
    byte targetNumberOfClients)</pre><p>Condition function: <code><a href="#NumberOfClientsOfType">NumberOfClientsOfType</a></code></p>
</div></section>
<section class="instr condinstr unused">
<h3 id="EndIfNumberOfClientsOfType"><a href="#EndIfNumberOfClientsOfType" class="selfref"><code>EndIfNumberOfClientsOfType</code></a> <span class="sectioninfo">Instruction 1003[16]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo sectionunused">Unused</p>
<pre>EndIfNumberOfClientsOfType(
    byte&lt;<a href="#EventEndType">EventEndType</a>&gt; executionEndType, 
    byte&lt;<a href="#ClientType">ClientType</a>&gt; clientType, 
    byte&lt;<a href="#ComparisonType">ComparisonType</a>&gt; comparisonType, 
    byte targetNumberOfClients)</pre><p>Condition function: <code><a href="#NumberOfClientsOfType">NumberOfClientsOfType</a></code></p>
</div></section>
<section class="instr condinstr">
<h3 id="GotoIfEventFlag"><a href="#GotoIfEventFlag" class="selfref"><code>GotoIfEventFlag</code></a> <span class="sectioninfo">Instruction 1003[101]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in all</p>
<pre>GotoIfEventFlag(
    byte&lt;<a href="#Label">Label</a>&gt; label, 
    byte&lt;<a href="#ONOFF">ONOFF</a>&gt; desiredFlagState, 
    byte&lt;<a href="#TargetEventFlagType">TargetEventFlagType</a>&gt; targetEventFlagType, 
    int targetEventFlagId)</pre><p>Condition function: <code><a href="#EventFlag">EventFlag</a></code></p>
</div></section>
<section class="instr condinstr">
<h3 id="GotoIfBatchEventFlags"><a href="#GotoIfBatchEventFlags" class="selfref"><code>GotoIfBatchEventFlags</code></a> <span class="sectioninfo">Instruction 1003[103]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in all but m17_00_00_00</p>
<pre>GotoIfBatchEventFlags(
    byte&lt;<a href="#Label">Label</a>&gt; label, 
    byte&lt;<a href="#LogicalOperationType">LogicalOperationType</a>&gt; desiredFlagState, 
    byte&lt;<a href="#TargetEventFlagType">TargetEventFlagType</a>&gt; targetEventFlagType, 
    int startingTargetEventFlagId, 
    int endingTargetEventFlagId)</pre><p>Condition function: <code><a href="#AllBatchEventFlags">AllBatchEventFlags</a></code></p>
</div></section>
<section class="instr condinstr unused">
<h3 id="GotoIfMultiplayerState"><a href="#GotoIfMultiplayerState" class="selfref"><code>GotoIfMultiplayerState</code></a> <span class="sectioninfo">Instruction 1003[105]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo sectionunused">Unused</p>
<pre>GotoIfMultiplayerState(
    byte&lt;<a href="#Label">Label</a>&gt; label, 
    sbyte&lt;<a href="#MultiplayerState">MultiplayerState</a>&gt; desiredMultiplayerState)</pre><p>Condition function: <code><a href="#HasMultiplayerState">HasMultiplayerState</a></code></p>
</div></section>
<section class="instr condinstr">
<h3 id="GotoIfPlayerInoutMap"><a href="#GotoIfPlayerInoutMap" class="selfref"><code>GotoIfPlayerInoutMap</code></a> <span class="sectioninfo">Instruction 1003[107]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common</p>
<pre>GotoIfPlayerInoutMap(
    byte&lt;<a href="#Label">Label</a>&gt; label, 
    bool shouldPlayerBeInside, 
    byte areaId, 
    byte blockId)</pre><p>Condition function: <code><a href="#PlayerInMap">PlayerInMap</a></code></p>
</div></section>
<section class="instr condinstr unused">
<h3 id="GotoIfNumberOfCoopClients"><a href="#GotoIfNumberOfCoopClients" class="selfref"><code>GotoIfNumberOfCoopClients</code></a> <span class="sectioninfo">Instruction 1003[109]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo sectionunused">Unused</p>
<pre>GotoIfNumberOfCoopClients(
    byte&lt;<a href="#Label">Label</a>&gt; label, 
    byte&lt;<a href="#ComparisonType">ComparisonType</a>&gt; comparisonType, 
    byte targetNumberOfClients)</pre><p>Condition function: <code><a href="#NumberOfCoopClients">NumberOfCoopClients</a></code></p>
</div></section>
<section class="instr condinstr">
<h3 id="EndIfCharacterHasSpEffect"><a href="#EndIfCharacterHasSpEffect" class="selfref"><code>EndIfCharacterHasSpEffect</code></a> <span class="sectioninfo">Instruction 1003[111]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common, m11_00_00_00, m15_00_00_00, m20_00_00_00</p>
<pre>EndIfCharacterHasSpEffect(
    byte&lt;<a href="#EventEndType">EventEndType</a>&gt; executionEndType, 
    int targetEntityId, 
    int spEffectId, 
    bool shouldHave, 
    sbyte&lt;<a href="#ComparisonType">ComparisonType</a>&gt; comparisonType, 
    int numberOfTargetCharacters)</pre><p>Condition function: <code><a href="#CharacterHasSpEffect">CharacterHasSpEffect</a></code></p>
</div></section>
<section class="instr condinstr">
<h3 id="SkipIfCharacterHasSpEffect"><a href="#SkipIfCharacterHasSpEffect" class="selfref"><code>SkipIfCharacterHasSpEffect</code></a> <span class="sectioninfo">Instruction 1003[112]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common_func, m10_00_00_00, m11_00_00_00, m11_01_00_00, m13_00_00_00, m17_00_00_00</p>
<pre>SkipIfCharacterHasSpEffect(
    byte numberOfSkippedLines, 
    int targetEntityId, 
    int spEffectId, 
    bool shouldHave, 
    sbyte&lt;<a href="#ComparisonType">ComparisonType</a>&gt; comparisonType, 
    int numberOfTargetCharacters)</pre><p>Condition function: <code><a href="#CharacterHasSpEffect">CharacterHasSpEffect</a></code></p>
</div></section>
<section class="instr condinstr">
<h3 id="GotoIfPlayerInoutsideArea"><a href="#GotoIfPlayerInoutsideArea" class="selfref"><code>GotoIfPlayerInoutsideArea</code></a> <span class="sectioninfo">Instruction 1003[200]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common, common_func, m11_01_00_00, m17_00_00_00</p>
<pre>GotoIfPlayerInoutsideArea(
    byte&lt;<a href="#Label">Label</a>&gt; label, 
    byte&lt;<a href="#InsideOutsideState">InsideOutsideState</a>&gt; desiredState, 
    int targetEntityId, 
    int areaEntityId, 
    int numberOfTargetCharacters)</pre><p>Condition function: <code><a href="#InArea">InArea</a></code></p>
</div></section>
<section class="instr condinstr unused">
<h3 id="EndIfPlayerInoutsideArea"><a href="#EndIfPlayerInoutsideArea" class="selfref"><code>EndIfPlayerInoutsideArea</code></a> <span class="sectioninfo">Instruction 1003[201]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo sectionunused">Unused</p>
<pre>EndIfPlayerInoutsideArea(
    byte&lt;<a href="#EventEndType">EventEndType</a>&gt; executionEndType, 
    byte&lt;<a href="#InsideOutsideState">InsideOutsideState</a>&gt; desiredState, 
    int targetEntityId, 
    int areaEntityId, 
    int numberOfTargetCharacters)</pre><p>Condition function: <code><a href="#InArea">InArea</a></code></p>
</div></section>
<section class="instr condinstr">
<h3 id="SkipIfPlayerInoutsideArea"><a href="#SkipIfPlayerInoutsideArea" class="selfref"><code>SkipIfPlayerInoutsideArea</code></a> <span class="sectioninfo">Instruction 1003[202]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common_func, m17_00_00_00</p>
<pre>SkipIfPlayerInoutsideArea(
    byte numberOfSkippedLines, 
    byte&lt;<a href="#InsideOutsideState">InsideOutsideState</a>&gt; desiredState, 
    int targetEntityId, 
    int areaEntityId, 
    int numberOfTargetCharacters)</pre><p>Condition function: <code><a href="#InArea">InArea</a></code></p>
</div></section>
<h2 id="1005_Control_Flow_Object"><a href="#1005_Control_Flow_Object" class="selfref">1005 - Control Flow - Object</a></h2>
<section class="instr unused">
<h3 id="WaitForObjectDestroyed"><a href="#WaitForObjectDestroyed" class="selfref"><code>WaitForObjectDestroyed</code></a> <span class="sectioninfo">Instruction 1005[00]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo sectionunused">Unused</p>
<pre>WaitForObjectDestroyed(
    byte&lt;<a href="#DestructionState">DestructionState</a>&gt; damageState, 
    int targetObjectEntityId)</pre></div></section>
<section class="instr condinstr unused">
<h3 id="SkipIfObjectDestroyed"><a href="#SkipIfObjectDestroyed" class="selfref"><code>SkipIfObjectDestroyed</code></a> <span class="sectioninfo">Instruction 1005[01]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo sectionunused">Unused</p>
<pre>SkipIfObjectDestroyed(
    byte numberOfSkippedLines, 
    byte&lt;<a href="#DestructionState">DestructionState</a>&gt; damageState, 
    int targetObjectEntityId, 
    sbyte&lt;<a href="#ComparisonType">ComparisonType</a>&gt; comparisonType, 
    float numberOfTargetObjects)</pre><p>Condition function: <code><a href="#ObjectDestroyed">ObjectDestroyed</a></code></p>
</div></section>
<section class="instr condinstr">
<h3 id="EndIfObjectDestroyed"><a href="#EndIfObjectDestroyed" class="selfref"><code>EndIfObjectDestroyed</code></a> <span class="sectioninfo">Instruction 1005[02]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common_func</p>
<pre>EndIfObjectDestroyed(
    byte&lt;<a href="#EventEndType">EventEndType</a>&gt; executionEndType, 
    byte&lt;<a href="#DestructionState">DestructionState</a>&gt; damageState, 
    int targetObjectEntityId, 
    sbyte&lt;<a href="#ComparisonType">ComparisonType</a>&gt; comparisonType, 
    float numberOfTargetObjects)</pre><p>Condition function: <code><a href="#ObjectDestroyed">ObjectDestroyed</a></code></p>
</div></section>
<section class="instr condinstr">
<h3 id="GotoIfObjectDestroyed"><a href="#GotoIfObjectDestroyed" class="selfref"><code>GotoIfObjectDestroyed</code></a> <span class="sectioninfo">Instruction 1005[101]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in m10_00_00_00</p>
<pre>GotoIfObjectDestroyed(
    byte&lt;<a href="#Label">Label</a>&gt; label, 
    byte&lt;<a href="#DestructionState">DestructionState</a>&gt; damageState, 
    int targetObjectEntityId, 
    sbyte&lt;<a href="#ComparisonType">ComparisonType</a>&gt; comparisonType, 
    float numberOfTargetObjects)</pre><p>Condition function: <code><a href="#ObjectDestroyed">ObjectDestroyed</a></code></p>
</div></section>
<h2 id="1014_Control_Flow_Label"><a href="#1014_Control_Flow_Label" class="selfref">1014 - Control Flow - Label</a></h2>
<section class="instr condinstr">
<h3 id="Label0"><a href="#Label0" class="selfref"><code>Label0</code></a> <span class="sectioninfo">Instruction 1014[00]</span></h3>
</section>
<section class="instr condinstr">
<h3 id="Label1"><a href="#Label1" class="selfref"><code>Label1</code></a> <span class="sectioninfo">Instruction 1014[01]</span></h3>
</section>
<section class="instr condinstr">
<h3 id="Label2"><a href="#Label2" class="selfref"><code>Label2</code></a> <span class="sectioninfo">Instruction 1014[02]</span></h3>
</section>
<section class="instr condinstr">
<h3 id="Label3"><a href="#Label3" class="selfref"><code>Label3</code></a> <span class="sectioninfo">Instruction 1014[03]</span></h3>
</section>
<section class="instr condinstr">
<h3 id="Label4"><a href="#Label4" class="selfref"><code>Label4</code></a> <span class="sectioninfo">Instruction 1014[04]</span></h3>
</section>
<section class="instr condinstr">
<h3 id="Label5"><a href="#Label5" class="selfref"><code>Label5</code></a> <span class="sectioninfo">Instruction 1014[05]</span></h3>
</section>
<section class="instr condinstr">
<h3 id="Label6"><a href="#Label6" class="selfref"><code>Label6</code></a> <span class="sectioninfo">Instruction 1014[06]</span></h3>
</section>
<section class="instr condinstr">
<h3 id="Label7"><a href="#Label7" class="selfref"><code>Label7</code></a> <span class="sectioninfo">Instruction 1014[07]</span></h3>
</section>
<section class="instr condinstr">
<h3 id="Label8"><a href="#Label8" class="selfref"><code>Label8</code></a> <span class="sectioninfo">Instruction 1014[08]</span></h3>
</section>
<section class="instr condinstr">
<h3 id="Label9"><a href="#Label9" class="selfref"><code>Label9</code></a> <span class="sectioninfo">Instruction 1014[09]</span></h3>
</section>
<section class="instr condinstr">
<h3 id="Label10"><a href="#Label10" class="selfref"><code>Label10</code></a> <span class="sectioninfo">Instruction 1014[10]</span></h3>
</section>
<section class="instr condinstr">
<h3 id="Label11"><a href="#Label11" class="selfref"><code>Label11</code></a> <span class="sectioninfo">Instruction 1014[11]</span></h3>
</section>
<section class="instr condinstr">
<h3 id="Label12"><a href="#Label12" class="selfref"><code>Label12</code></a> <span class="sectioninfo">Instruction 1014[12]</span></h3>
</section>
<section class="instr condinstr">
<h3 id="Label13"><a href="#Label13" class="selfref"><code>Label13</code></a> <span class="sectioninfo">Instruction 1014[13]</span></h3>
</section>
<section class="instr condinstr">
<h3 id="Label14"><a href="#Label14" class="selfref"><code>Label14</code></a> <span class="sectioninfo">Instruction 1014[14]</span></h3>
</section>
<section class="instr condinstr">
<h3 id="Label15"><a href="#Label15" class="selfref"><code>Label15</code></a> <span class="sectioninfo">Instruction 1014[15]</span></h3>
</section>
<section class="instr condinstr">
<h3 id="Label16"><a href="#Label16" class="selfref"><code>Label16</code></a> <span class="sectioninfo">Instruction 1014[16]</span></h3>
</section>
<section class="instr condinstr">
<h3 id="Label17"><a href="#Label17" class="selfref"><code>Label17</code></a> <span class="sectioninfo">Instruction 1014[17]</span></h3>
</section>
<section class="instr condinstr">
<h3 id="Label18"><a href="#Label18" class="selfref"><code>Label18</code></a> <span class="sectioninfo">Instruction 1014[18]</span></h3>
</section>
<section class="instr condinstr">
<h3 id="Label19"><a href="#Label19" class="selfref"><code>Label19</code></a> <span class="sectioninfo">Instruction 1014[19]</span></h3>
</section>
<section class="instr condinstr">
<h3 id="Label20"><a href="#Label20" class="selfref"><code>Label20</code></a> <span class="sectioninfo">Instruction 1014[20]</span></h3>
</section>
<h2 id="2000_System"><a href="#2000_System" class="selfref">2000 - System</a></h2>
<section class="instr">
<h3 id="InitializeEvent"><a href="#InitializeEvent" class="selfref"><code>InitializeEvent</code></a> <span class="sectioninfo">Instruction 2000[00]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in all but common_func</p>
<pre>InitializeEvent(
    int eventSlotId, 
    uint eventId, 
    uint... parameters)</pre></div></section>
<section class="instr unused">
<h3 id="TerminateEvent"><a href="#TerminateEvent" class="selfref"><code>TerminateEvent</code></a> <span class="sectioninfo">Instruction 2000[01]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo sectionunused">Unused</p>
<pre>TerminateEvent(
    int eventSlotId, 
    uint eventId)</pre></div></section>
<section class="instr">
<h3 id="SetNetworkSyncState"><a href="#SetNetworkSyncState" class="selfref"><code>SetNetworkSyncState</code></a> <span class="sectioninfo">Instruction 2000[02]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common, common_func</p>
<pre>SetNetworkSyncState(
    byte&lt;<a href="#DisabledEnabled">DisabledEnabled</a>&gt; disabledEnabled)</pre></div></section>
<section class="instr">
<h3 id="ClearCompiledConditionGroupState"><a href="#ClearCompiledConditionGroupState" class="selfref"><code>ClearCompiledConditionGroupState</code></a> <span class="sectioninfo">Instruction 2000[03]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common, m11_00_00_00</p>
<pre>ClearCompiledConditionGroupState(
    byte dummy)</pre></div></section>
<section class="instr unused">
<h3 id="PrefetchRequest"><a href="#PrefetchRequest" class="selfref"><code>PrefetchRequest</code></a> <span class="sectioninfo">Instruction 2000[04]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo sectionunused">Unused</p>
<pre>PrefetchRequest(
    uint requestId)</pre></div></section>
<section class="instr">
<h3 id="SaveRequest"><a href="#SaveRequest" class="selfref"><code>SaveRequest</code></a> <span class="sectioninfo">Instruction 2000[05]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in all but m17_00_00_00</p>
<pre>SaveRequest(
    byte dummy)</pre></div></section>
<section class="instr">
<h3 id="InitializeCommonEvent"><a href="#InitializeCommonEvent" class="selfref"><code>InitializeCommonEvent</code></a> <span class="sectioninfo">Instruction 2000[06]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in all but common and common_func</p>
<pre>InitializeCommonEvent(
    uint eventId, 
    uint... parameters)</pre></div></section>
<h2 id="2001_Timer"><a href="#2001_Timer" class="selfref">2001 - Timer</a></h2>
<h2 id="2002_Cutscene"><a href="#2002_Cutscene" class="selfref">2002 - Cutscene</a></h2>
<section class="instr">
<h3 id="PlayCutsceneToAll"><a href="#PlayCutsceneToAll" class="selfref"><code>PlayCutsceneToAll</code></a> <span class="sectioninfo">Instruction 2002[01]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common, m10_00_00_00, m11_01_00_00, m20_00_00_00</p>
<pre>PlayCutsceneToAll(
    int cutsceneId, 
    uint&lt;<a href="#CutscenePlayMode">CutscenePlayMode</a>&gt; playbackMethod)</pre></div></section>
<section class="instr unused">
<h3 id="PlayCutsceneAndWarpAllPlayers"><a href="#PlayCutsceneAndWarpAllPlayers" class="selfref"><code>PlayCutsceneAndWarpAllPlayers</code></a> <span class="sectioninfo">Instruction 2002[02]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo sectionunused">Unused</p>
<pre>PlayCutsceneAndWarpAllPlayers(
    int cutsceneId, 
    uint&lt;<a href="#CutscenePlayMode">CutscenePlayMode</a>&gt; playbackMethod, 
    int pointEntityId, 
    byte areaId, 
    byte blockId)</pre></div></section>
<section class="instr">
<h3 id="PlayCutsceneToPlayer"><a href="#PlayCutsceneToPlayer" class="selfref"><code>PlayCutsceneToPlayer</code></a> <span class="sectioninfo">Instruction 2002[03]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in m11_00_00_00, m11_02_00_00, m20_00_00_00</p>
<pre>PlayCutsceneToPlayer(
    int cutsceneId, 
    uint&lt;<a href="#CutscenePlayMode">CutscenePlayMode</a>&gt; playbackMethod, 
    int playerEntityId)</pre></div></section>
<section class="instr">
<h3 id="PlayCutsceneAndWarpPlayer"><a href="#PlayCutsceneAndWarpPlayer" class="selfref"><code>PlayCutsceneAndWarpPlayer</code></a> <span class="sectioninfo">Instruction 2002[04]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common_func, m10_00_00_00, m11_00_00_00, m11_01_00_00, m11_02_00_00, m20_00_00_00, m25_00_00_00</p>
<pre>PlayCutsceneAndWarpPlayer(
    int cutsceneId, 
    uint&lt;<a href="#CutscenePlayMode">CutscenePlayMode</a>&gt; playbackMethod, 
    int pointEntityId, 
    byte areaId, 
    byte blockId, 
    int playerEntityId)</pre></div></section>
<section class="instr unused">
<h3 id="PlayCutsceneAndRotatePlayerAroundVerticalAxis"><a href="#PlayCutsceneAndRotatePlayerAroundVerticalAxis" class="selfref"><code>PlayCutsceneAndRotatePlayerAroundVerticalAxis</code></a> <span class="sectioninfo">Instruction 2002[05]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo sectionunused">Unused</p>
<pre>PlayCutsceneAndRotatePlayerAroundVerticalAxis(
    int cutsceneId, 
    uint&lt;<a href="#CutscenePlayMode">CutscenePlayMode</a>&gt; playbackMethod, 
    float yaxisXCoordM, 
    float yaxisZCoordM, 
    int rotationDeg, 
    float verticalTranslationM, 
    int playerEntityId)</pre></div></section>
<section class="instr unused">
<h3 id="PlayCutsceneChangeTimePeriodAndWarpPlayer"><a href="#PlayCutsceneChangeTimePeriodAndWarpPlayer" class="selfref"><code>PlayCutsceneChangeTimePeriodAndWarpPlayer</code></a> <span class="sectioninfo">Instruction 2002[06]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo sectionunused">Unused</p>
<pre>PlayCutsceneChangeTimePeriodAndWarpPlayer(
    int cutsceneId, 
    uint&lt;<a href="#CutscenePlayMode">CutscenePlayMode</a>&gt; playbackMethod, 
    int pointEntityId, 
    byte areaId, 
    byte blockId, 
    int playerEntityId, 
    byte timePeriodId)</pre></div></section>
<section class="instr">
<h3 id="FadeOutAndWarpPlayer"><a href="#FadeOutAndWarpPlayer" class="selfref"><code>FadeOutAndWarpPlayer</code></a> <span class="sectioninfo">Instruction 2002[07]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in m20_00_00_00</p>
<pre>FadeOutAndWarpPlayer(
    int pointEntityId, 
    byte areaId, 
    byte blockId)</pre></div></section>
<section class="instr unused">
<h3 id="DummyPlayCutsceneAndWarpPlayer"><a href="#DummyPlayCutsceneAndWarpPlayer" class="selfref"><code>DummyPlayCutsceneAndWarpPlayer</code></a> <span class="sectioninfo">Instruction 2002[08]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo sectionunused">Unused</p>
<pre>DummyPlayCutsceneAndWarpPlayer(
    int pointEntityId, 
    byte areaId, 
    byte blockId)</pre></div></section>
<section class="instr unused">
<h3 id="PlayCutsceneChangeMapCeremonyAndWarpPlayer"><a href="#PlayCutsceneChangeMapCeremonyAndWarpPlayer" class="selfref"><code>PlayCutsceneChangeMapCeremonyAndWarpPlayer</code></a> <span class="sectioninfo">Instruction 2002[09]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo sectionunused">Unused</p>
<pre>PlayCutsceneChangeMapCeremonyAndWarpPlayer(
    int cutsceneId, 
    uint&lt;<a href="#CutscenePlayMode">CutscenePlayMode</a>&gt; playbackMethod, 
    uint ceremonyId, 
    int unknown, 
    int pointEntityId, 
    byte areaId, 
    byte blockId, 
    int playerEntityId)</pre></div></section>
<section class="instr unused">
<h3 id="PlayCutsceneToPlayerAndChangeCurrentMapCeremony"><a href="#PlayCutsceneToPlayerAndChangeCurrentMapCeremony" class="selfref"><code>PlayCutsceneToPlayerAndChangeCurrentMapCeremony</code></a> <span class="sectioninfo">Instruction 2002[10]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo sectionunused">Unused</p>
<pre>PlayCutsceneToPlayerAndChangeCurrentMapCeremony(
    int cutsceneId, 
    uint&lt;<a href="#CutscenePlayMode">CutscenePlayMode</a>&gt; playbackMethod, 
    uint ceremonyId, 
    int unknown, 
    int playerEntityId)</pre></div></section>
<section class="instr unused">
<h3 id="PlayOngoingCutsceneAndWarpPlayer"><a href="#PlayOngoingCutsceneAndWarpPlayer" class="selfref"><code>PlayOngoingCutsceneAndWarpPlayer</code></a> <span class="sectioninfo">Instruction 2002[11]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo sectionunused">Unused</p>
<pre>PlayOngoingCutsceneAndWarpPlayer(
    int cutsceneId, 
    uint&lt;<a href="#CutscenePlayMode">CutscenePlayMode</a>&gt; playbackMethod, 
    int pointEntityId, 
    byte areaId, 
    byte blockId, 
    int playerEntityId, 
    byte unknown, 
    byte unknown)</pre></div></section>
<section class="instr unused">
<h3 id="PlayCutsceneAndWarpPlayerUnknown200212"><a href="#PlayCutsceneAndWarpPlayerUnknown200212" class="selfref"><code>PlayCutsceneAndWarpPlayerUnknown200212</code></a> <span class="sectioninfo">Instruction 2002[12]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo sectionunused">Unused</p>
<pre>PlayCutsceneAndWarpPlayerUnknown200212(
    int cutsceneId, 
    uint&lt;<a href="#CutscenePlayMode">CutscenePlayMode</a>&gt; playbackMethod, 
    int pointEntityId, 
    byte areaId, 
    byte blockId, 
    int playerEntityId, 
    int pointEntityId2)</pre></div></section>
<section class="instr">
<h3 id="PlayCutsceneAndWarpPlayerWithLighting200213"><a href="#PlayCutsceneAndWarpPlayerWithLighting200213" class="selfref"><code>PlayCutsceneAndWarpPlayerWithLighting200213</code></a> <span class="sectioninfo">Instruction 2002[13]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common_func, m10_00_00_00, m11_01_00_00, m11_02_00_00, m15_00_00_00, m20_00_00_00</p>
<pre>PlayCutsceneAndWarpPlayerWithLighting200213(
    int cutsceneId, 
    uint&lt;<a href="#CutscenePlayMode">CutscenePlayMode</a>&gt; playbackMethod, 
    int pointEntityId, 
    byte areaId, 
    byte blockId, 
    int playerEntityId, 
    byte&lt;<a href="#TimeofDay">TimeofDay</a>&gt; timeOfDay, 
    sbyte&lt;<a href="#DisabledEnabled">DisabledEnabled</a>&gt; desiredState)</pre></div></section>
<h2 id="2003_Event"><a href="#2003_Event" class="selfref">2003 - Event</a></h2>
<section class="instr">
<h3 id="RequestAnimationPlayback"><a href="#RequestAnimationPlayback" class="selfref"><code>RequestAnimationPlayback</code></a> <span class="sectioninfo">Instruction 2003[01]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common_func, m15_00_00_00</p>
<pre>RequestAnimationPlayback(
    int entityId, 
    int animationId, 
    bool shouldLoop, 
    bool shouldWaitForCompletion, 
    sbyte&lt;<a href="#ComparisonType">ComparisonType</a>&gt; comparisonType, 
    float numberOfTargetEntities)</pre></div></section>
<section class="instr">
<h3 id="SetEventFlag"><a href="#SetEventFlag" class="selfref"><code>SetEventFlag</code></a> <span class="sectioninfo">Instruction 2003[02]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in all</p>
<pre>SetEventFlag(
    int eventFlagId, 
    byte&lt;<a href="#ONOFF">ONOFF</a>&gt; flagState)</pre></div></section>
<section class="instr">
<h3 id="DeactivateGenerator"><a href="#DeactivateGenerator" class="selfref"><code>DeactivateGenerator</code></a> <span class="sectioninfo">Instruction 2003[03]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in m11_00_00_00, m15_00_00_00, m20_00_00_00</p>
<pre>DeactivateGenerator(
    int entityId, 
    byte&lt;<a href="#DisabledEnabled">DisabledEnabled</a>&gt; disabledEnabled)</pre></div></section>
<section class="instr">
<h3 id="AwardItemLot"><a href="#AwardItemLot" class="selfref"><code>AwardItemLot</code></a> <span class="sectioninfo">Instruction 2003[04]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common, common_func, m11_00_00_00, m11_01_00_00, m11_02_00_00, m15_00_00_00, m17_00_00_00, m20_00_00_00</p>
<pre>AwardItemLot(
    int itemLotId)</pre></div></section>
<section class="instr">
<h3 id="ShootBullet"><a href="#ShootBullet" class="selfref"><code>ShootBullet</code></a> <span class="sectioninfo">Instruction 2003[05]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common_func, m10_00_00_00, m11_01_00_00, m11_02_00_00, m17_00_00_00, m25_00_00_00</p>
<pre>ShootBullet(
    int bulletTeamEntityId, 
    int bulletProducerEntityId, 
    int dummypolyId, 
    int behaviorId, 
    int firingAngleX, 
    int firingAngleY, 
    int firingAngleZ)</pre></div></section>
<section class="instr">
<h3 id="DeactivateMapHit"><a href="#DeactivateMapHit" class="selfref"><code>DeactivateMapHit</code></a> <span class="sectioninfo">Instruction 2003[06]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in m20_00_00_00</p>
<pre>DeactivateMapHit(
    int entityId, 
    byte&lt;<a href="#DisabledEnabled">DisabledEnabled</a>&gt; disabledEnabled)</pre></div></section>
<section class="instr unused">
<h3 id="SetMapVisibility"><a href="#SetMapVisibility" class="selfref"><code>SetMapVisibility</code></a> <span class="sectioninfo">Instruction 2003[07]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo sectionunused">Unused</p>
<pre>SetMapVisibility(
    int entityId, 
    byte&lt;<a href="#DisabledEnabled">DisabledEnabled</a>&gt; disabledEnabled)</pre></div></section>
<section class="instr unused">
<h3 id="SetEventState"><a href="#SetEventState" class="selfref"><code>SetEventState</code></a> <span class="sectioninfo">Instruction 2003[08]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo sectionunused">Unused</p>
<pre>SetEventState(
    int eventId, 
    int eventSlotId, 
    byte&lt;<a href="#EventEndType">EventEndType</a>&gt; eventState)</pre></div></section>
<section class="instr unused">
<h3 id="InvertEventFlag"><a href="#InvertEventFlag" class="selfref"><code>InvertEventFlag</code></a> <span class="sectioninfo">Instruction 2003[09]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo sectionunused">Unused</p>
<pre>InvertEventFlag(
    int eventFlagId)</pre></div></section>
<section class="instr unused">
<h3 id="SetEventNavimesh"><a href="#SetEventNavimesh" class="selfref"><code>SetEventNavimesh</code></a> <span class="sectioninfo">Instruction 2003[10]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo sectionunused">Unused</p>
<pre>SetEventNavimesh(
    short&lt;<a href="#DisabledEnabled">DisabledEnabled</a>&gt; disabledEnabled)</pre></div></section>
<section class="instr">
<h3 id="DisplayBossHealthBar"><a href="#DisplayBossHealthBar" class="selfref"><code>DisplayBossHealthBar</code></a> <span class="sectioninfo">Instruction 2003[11]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in m10_00_00_00, m11_00_00_00, m11_01_00_00, m11_02_00_00, m15_00_00_00, m17_00_00_00, m20_00_00_00, m25_00_00_00</p>
<pre>DisplayBossHealthBar(
    sbyte&lt;<a href="#DisabledEnabled">DisabledEnabled</a>&gt; disabledEnabled, 
    int entityId, 
    short slotNumber, 
    int nameId)</pre></div></section>
<section class="instr">
<h3 id="HandleBossDefeat"><a href="#HandleBossDefeat" class="selfref"><code>HandleBossDefeat</code></a> <span class="sectioninfo">Instruction 2003[12]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in m10_00_00_00, m11_00_00_00, m11_01_00_00, m15_00_00_00, m17_00_00_00, m20_00_00_00</p>
<pre>HandleBossDefeat(
    int entityId)</pre></div></section>
<section class="instr unused">
<h3 id="ModifyNavimeshConnectionBitflag"><a href="#ModifyNavimeshConnectionBitflag" class="selfref"><code>ModifyNavimeshConnectionBitflag</code></a> <span class="sectioninfo">Instruction 2003[13]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo sectionunused">Unused</p>
<pre>ModifyNavimeshConnectionBitflag(
    int entityId, 
    uint&lt;<a href="#NavimeshType">NavimeshType</a>&gt; navimeshType, 
    byte&lt;<a href="#BitopType">BitopType</a>&gt; typeBitOperation)</pre></div></section>
<section class="instr">
<h3 id="WarpPlayer"><a href="#WarpPlayer" class="selfref"><code>WarpPlayer</code></a> <span class="sectioninfo">Instruction 2003[14]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in m25_00_00_00</p>
<pre>WarpPlayer(
    byte areaId, 
    byte blockId, 
    int initialAreaId)</pre></div></section>
<section class="instr unused">
<h3 id="HandleMinibossDefeat"><a href="#HandleMinibossDefeat" class="selfref"><code>HandleMinibossDefeat</code></a> <span class="sectioninfo">Instruction 2003[15]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo sectionunused">Unused</p>
<pre>HandleMinibossDefeat(
    int entityId)</pre></div></section>
<section class="instr unused">
<h3 id="TriggerMultiplayerEvent"><a href="#TriggerMultiplayerEvent" class="selfref"><code>TriggerMultiplayerEvent</code></a> <span class="sectioninfo">Instruction 2003[16]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo sectionunused">Unused</p>
<pre>TriggerMultiplayerEvent(
    uint multiplayerEventId)</pre></div></section>
<section class="instr">
<h3 id="RandomlySetEventFlagInRange"><a href="#RandomlySetEventFlagInRange" class="selfref"><code>RandomlySetEventFlagInRange</code></a> <span class="sectioninfo">Instruction 2003[17]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common, m11_00_00_00, m11_01_00_00, m25_00_00_00</p>
<pre>RandomlySetEventFlagInRange(
    uint eventFlagIdMin, 
    uint eventFlagIdMax, 
    byte&lt;<a href="#ONOFF">ONOFF</a>&gt; flagState)</pre></div></section>
<section class="instr">
<h3 id="ForceAnimationPlayback"><a href="#ForceAnimationPlayback" class="selfref"><code>ForceAnimationPlayback</code></a> <span class="sectioninfo">Instruction 2003[18]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in all</p>
<pre>ForceAnimationPlayback(
    int entityId, 
    int animationId, 
    bool shouldLoop, 
    bool shouldWaitForCompletion, 
    bool ignoreWaitForTransition, 
    byte unknown, 
    float unknown)</pre></div></section>
<section class="instr unused">
<h3 id="SetAreaDrawparamBankSlotIndex"><a href="#SetAreaDrawparamBankSlotIndex" class="selfref"><code>SetAreaDrawparamBankSlotIndex</code></a> <span class="sectioninfo">Instruction 2003[19]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo sectionunused">Unused</p>
<pre>SetAreaDrawparamBankSlotIndex(
    short areaId, 
    short areaDrawparamBankSlotIndex)</pre></div></section>
<section class="instr unused">
<h3 id="SetTemporaryPlayerRespawnPoint"><a href="#SetTemporaryPlayerRespawnPoint" class="selfref"><code>SetTemporaryPlayerRespawnPoint</code></a> <span class="sectioninfo">Instruction 2003[20]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo sectionunused">Unused</p>
<pre>SetTemporaryPlayerRespawnPoint(
    int respawnPointEntityId)</pre></div></section>
<section class="instr unused">
<h3 id="IncrementGameCycle"><a href="#IncrementGameCycle" class="selfref"><code>IncrementGameCycle</code></a> <span class="sectioninfo">Instruction 2003[21]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo sectionunused">Unused</p>
<pre>IncrementGameCycle(
    byte dummy)</pre></div></section>
<section class="instr">
<h3 id="BatchSetEventFlags"><a href="#BatchSetEventFlags" class="selfref"><code>BatchSetEventFlags</code></a> <span class="sectioninfo">Instruction 2003[22]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in all</p>
<pre>BatchSetEventFlags(
    int eventFlagIdStart, 
    int eventFlagIdEnd, 
    byte&lt;<a href="#ONOFF">ONOFF</a>&gt; flagState)</pre></div></section>
<section class="instr">
<h3 id="SetPlayerRespawnPoint"><a href="#SetPlayerRespawnPoint" class="selfref"><code>SetPlayerRespawnPoint</code></a> <span class="sectioninfo">Instruction 2003[23]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common, m10_00_00_00, m11_00_00_00, m11_01_00_00, m11_02_00_00, m15_00_00_00, m20_00_00_00, m25_00_00_00</p>
<pre>SetPlayerRespawnPoint(
    int respawnPointEntityId)</pre></div></section>
<section class="instr">
<h3 id="RemoveItemFromPlayer"><a href="#RemoveItemFromPlayer" class="selfref"><code>RemoveItemFromPlayer</code></a> <span class="sectioninfo">Instruction 2003[24]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common</p>
<pre>RemoveItemFromPlayer(
    int&lt;<a href="#ItemType">ItemType</a>&gt; itemType, 
    int itemId, 
    int number)</pre></div></section>
<section class="instr unused">
<h3 id="PlaceNPCSummonSign"><a href="#PlaceNPCSummonSign" class="selfref"><code>PlaceNPCSummonSign</code></a> <span class="sectioninfo">Instruction 2003[25]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo sectionunused">Unused</p>
<pre>PlaceNPCSummonSign(
    int&lt;<a href="#SummonSignType">SummonSignType</a>&gt; signType, 
    int summonedNPCEntityId, 
    int spawnPointEntityId, 
    int summonEventFlagId, 
    int dismissalEventFlagId)</pre></div></section>
<section class="instr unused">
<h3 id="SetVisibilityOfMessage"><a href="#SetVisibilityOfMessage" class="selfref"><code>SetVisibilityOfMessage</code></a> <span class="sectioninfo">Instruction 2003[26]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo sectionunused">Unused</p>
<pre>SetVisibilityOfMessage(
    int messageEntityId, 
    byte&lt;<a href="#DisabledEnabled">DisabledEnabled</a>&gt; disabledEnabled)</pre></div></section>
<section class="instr unused">
<h3 id="Missing"><a href="#Missing" class="selfref"><code>Missing</code></a> <span class="sectioninfo">Instruction 2003[27]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo sectionunused">Unused</p>
<pre>Missing(
    byte dummy)</pre></div></section>
<section class="instr">
<h3 id="AwardAchievement"><a href="#AwardAchievement" class="selfref"><code>AwardAchievement</code></a> <span class="sectioninfo">Instruction 2003[28]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common, m10_00_00_00, m11_00_00_00, m11_01_00_00, m11_02_00_00, m17_00_00_00, m20_00_00_00, m25_00_00_00</p>
<pre>AwardAchievement(
    int achievementId)</pre></div></section>
<section class="instr unused">
<h3 id="ChangeWorldTendency"><a href="#ChangeWorldTendency" class="selfref"><code>ChangeWorldTendency</code></a> <span class="sectioninfo">Instruction 2003[29]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo sectionunused">Unused</p>
<pre>ChangeWorldTendency(
    byte&lt;<a href="#TendencyType">TendencyType</a>&gt; tendencyType, 
    sbyte changeValue)</pre></div></section>
<section class="instr unused">
<h3 id="DisableVagrantSpawning"><a href="#DisableVagrantSpawning" class="selfref"><code>DisableVagrantSpawning</code></a> <span class="sectioninfo">Instruction 2003[30]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo sectionunused">Unused</p>
<pre>DisableVagrantSpawning(
    bool disabled)</pre></div></section>
<section class="instr">
<h3 id="IncrementEventValue"><a href="#IncrementEventValue" class="selfref"><code>IncrementEventValue</code></a> <span class="sectioninfo">Instruction 2003[31]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common, m15_00_00_00, m25_00_00_00</p>
<pre>IncrementEventValue(
    int baseEventFlagId, 
    uint numberOfUsedFlagBits, 
    uint maximumAllowedValue)</pre></div></section>
<section class="instr">
<h3 id="ClearEventValue"><a href="#ClearEventValue" class="selfref"><code>ClearEventValue</code></a> <span class="sectioninfo">Instruction 2003[32]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common</p>
<pre>ClearEventValue(
    int baseEventFlagId, 
    uint numberOfUsedFlagBits)</pre></div></section>
<section class="instr unused">
<h3 id="SetSnugglyNextTrade"><a href="#SetSnugglyNextTrade" class="selfref"><code>SetSnugglyNextTrade</code></a> <span class="sectioninfo">Instruction 2003[33]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo sectionunused">Unused</p>
<pre>SetSnugglyNextTrade(
    int eventFlagId)</pre></div></section>
<section class="instr unused">
<h3 id="SpawnSnugglyItem"><a href="#SpawnSnugglyItem" class="selfref"><code>SpawnSnugglyItem</code></a> <span class="sectioninfo">Instruction 2003[34]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo sectionunused">Unused</p>
<pre>SpawnSnugglyItem(
    int itemLotId, 
    int placementAreaEntityId, 
    int eventFlagId, 
    int hitEntityId)</pre></div></section>
<section class="instr unused">
<h3 id="MoveBloodstainAndDroppedItems"><a href="#MoveBloodstainAndDroppedItems" class="selfref"><code>MoveBloodstainAndDroppedItems</code></a> <span class="sectioninfo">Instruction 2003[35]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo sectionunused">Unused</p>
<pre>MoveBloodstainAndDroppedItems(
    int sourceAreaEntityId, 
    int destinationAreaEntityId)</pre></div></section>
<section class="instr">
<h3 id="AwardItemsIncludingClients"><a href="#AwardItemsIncludingClients" class="selfref"><code>AwardItemsIncludingClients</code></a> <span class="sectioninfo">Instruction 2003[36]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common, common_func, m11_01_00_00, m15_00_00_00</p>
<pre>AwardItemsIncludingClients(
    int itemLotId)</pre></div></section>
<section class="instr unused">
<h3 id="BattleOfStoicism1v1RankingRequest"><a href="#BattleOfStoicism1v1RankingRequest" class="selfref"><code>BattleOfStoicism1v1RankingRequest</code></a> <span class="sectioninfo">Instruction 2003[37]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo sectionunused">Unused</p>
<pre>BattleOfStoicism1v1RankingRequest()</pre></div></section>
<section class="instr unused">
<h3 id="BattleOfStoicism2v2RankingRequest"><a href="#BattleOfStoicism2v2RankingRequest" class="selfref"><code>BattleOfStoicism2v2RankingRequest</code></a> <span class="sectioninfo">Instruction 2003[38]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo sectionunused">Unused</p>
<pre>BattleOfStoicism2v2RankingRequest()</pre></div></section>
<section class="instr unused">
<h3 id="BattleOfStoicismFfaRankingRequest"><a href="#BattleOfStoicismFfaRankingRequest" class="selfref"><code>BattleOfStoicismFfaRankingRequest</code></a> <span class="sectioninfo">Instruction 2003[39]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo sectionunused">Unused</p>
<pre>BattleOfStoicismFfaRankingRequest()</pre></div></section>
<section class="instr unused">
<h3 id="BattleOfStoicismExitRequest"><a href="#BattleOfStoicismExitRequest" class="selfref"><code>BattleOfStoicismExitRequest</code></a> <span class="sectioninfo">Instruction 2003[40]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo sectionunused">Unused</p>
<pre>BattleOfStoicismExitRequest()</pre></div></section>
<section class="instr">
<h3 id="EventValueOperation"><a href="#EventValueOperation" class="selfref"><code>EventValueOperation</code></a> <span class="sectioninfo">Instruction 2003[41]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common</p>
<pre>EventValueOperation(
    int baseEventFlagId, 
    uint numberOfUsedFlagBits, 
    int operand, 
    int baseEventFlagIdOperand, 
    uint numberOfUsedEventFlagBitsOperand, 
    sbyte&lt;<a href="#CalculationType">CalculationType</a>&gt; calculationType)</pre></div></section>
<section class="instr">
<h3 id="StoreItemAmountHeldInEventValue"><a href="#StoreItemAmountHeldInEventValue" class="selfref"><code>StoreItemAmountHeldInEventValue</code></a> <span class="sectioninfo">Instruction 2003[42]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common</p>
<pre>StoreItemAmountHeldInEventValue(
    int&lt;<a href="#ItemType">ItemType</a>&gt; itemType, 
    int itemId, 
    int baseEventFlagId, 
    uint numberOfUsedFlagBits)</pre></div></section>
<section class="instr unused">
<h3 id="DirectlyGivePlayerItem"><a href="#DirectlyGivePlayerItem" class="selfref"><code>DirectlyGivePlayerItem</code></a> <span class="sectioninfo">Instruction 2003[43]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo sectionunused">Unused</p>
<pre>DirectlyGivePlayerItem(
    int&lt;<a href="#ItemType">ItemType</a>&gt; itemType, 
    int itemId, 
    int baseEventFlagId, 
    uint numberOfUsedFlagBits)</pre></div></section>
<section class="instr unused">
<h3 id="ToggleDirectionDisplay"><a href="#ToggleDirectionDisplay" class="selfref"><code>ToggleDirectionDisplay</code></a> <span class="sectioninfo">Instruction 2003[44]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo sectionunused">Unused</p>
<pre>ToggleDirectionDisplay(
    byte&lt;<a href="#DisabledEnabled">DisabledEnabled</a>&gt; disabledEnabled)</pre></div></section>
<section class="instr unused">
<h3 id="SetMapHitgridCorrespondence"><a href="#SetMapHitgridCorrespondence" class="selfref"><code>SetMapHitgridCorrespondence</code></a> <span class="sectioninfo">Instruction 2003[45]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo sectionunused">Unused</p>
<pre>SetMapHitgridCorrespondence(
    int hitEntityId, 
    short level, 
    short gridCoordX, 
    short gridCoordY, 
    byte&lt;<a href="#AddDelete">AddDelete</a>&gt; process)</pre></div></section>
<section class="instr unused">
<h3 id="SetMapContentImageDisplay"><a href="#SetMapContentImageDisplay" class="selfref"><code>SetMapContentImageDisplay</code></a> <span class="sectioninfo">Instruction 2003[46]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo sectionunused">Unused</p>
<pre>SetMapContentImageDisplay(
    short contentImagePartId, 
    byte&lt;<a href="#DisplayState">DisplayState</a>&gt; state)</pre></div></section>
<section class="instr unused">
<h3 id="SetMapBoundariesDisplay"><a href="#SetMapBoundariesDisplay" class="selfref"><code>SetMapBoundariesDisplay</code></a> <span class="sectioninfo">Instruction 2003[47]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo sectionunused">Unused</p>
<pre>SetMapBoundariesDisplay(
    short hierarchy, 
    short gridCoordX, 
    short gridCoordY, 
    byte&lt;<a href="#DisplayState">DisplayState</a>&gt; state)</pre></div></section>
<section class="instr unused">
<h3 id="SetAreaWind"><a href="#SetAreaWind" class="selfref"><code>SetAreaWind</code></a> <span class="sectioninfo">Instruction 2003[48]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo sectionunused">Unused</p>
<pre>SetAreaWind(
    int areaEntityId, 
    byte&lt;<a href="#DisabledEnabled">DisabledEnabled</a>&gt; disabledEnabled, 
    float changeTimeS, 
    int windParameterId)</pre></div></section>
<section class="instr unused">
<h3 id="WarpPlayerToRespawnPoint"><a href="#WarpPlayerToRespawnPoint" class="selfref"><code>WarpPlayerToRespawnPoint</code></a> <span class="sectioninfo">Instruction 2003[49]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo sectionunused">Unused</p>
<pre>WarpPlayerToRespawnPoint(
    int respawnPointParameterId)</pre></div></section>
<section class="instr unused">
<h3 id="StartEnemyGenerator"><a href="#StartEnemyGenerator" class="selfref"><code>StartEnemyGenerator</code></a> <span class="sectioninfo">Instruction 2003[50]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo sectionunused">Unused</p>
<pre>StartEnemyGenerator(
    int enemySpawnerId)</pre></div></section>
<section class="instr unused">
<h3 id="SummonNPC"><a href="#SummonNPC" class="selfref"><code>SummonNPC</code></a> <span class="sectioninfo">Instruction 2003[51]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo sectionunused">Unused</p>
<pre>SummonNPC(
    int&lt;<a href="#SingleplayerSummonSignType">SingleplayerSummonSignType</a>&gt; signType, 
    int summonedNPCEntityId, 
    int spawnPointEntityId, 
    int summonEventFlagId, 
    int dismissalEventFlagId)</pre></div></section>
<section class="instr unused">
<h3 id="InitializeWarpObject"><a href="#InitializeWarpObject" class="selfref"><code>InitializeWarpObject</code></a> <span class="sectioninfo">Instruction 2003[52]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo sectionunused">Unused</p>
<pre>InitializeWarpObject(
    int warpObjectEntityId)</pre></div></section>
<section class="instr">
<h3 id="MakeEnemyAppearEvent"><a href="#MakeEnemyAppearEvent" class="selfref"><code>MakeEnemyAppearEvent</code></a> <span class="sectioninfo">Instruction 2003[54]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in m10_00_00_00, m20_00_00_00</p>
<pre>MakeEnemyAppearEvent(
    int entityId)</pre></div></section>
<section class="instr unused">
<h3 id="SetCurrentMapCeremony"><a href="#SetCurrentMapCeremony" class="selfref"><code>SetCurrentMapCeremony</code></a> <span class="sectioninfo">Instruction 2003[57]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo sectionunused">Unused</p>
<pre>SetCurrentMapCeremony(
    uint ceremonyId)</pre></div></section>
<section class="instr">
<h3 id="AttachObjectToCharacter"><a href="#AttachObjectToCharacter" class="selfref"><code>AttachObjectToCharacter</code></a> <span class="sectioninfo">Instruction 2003[58]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in m25_00_00_00</p>
<pre>AttachObjectToCharacter(
    int characterEntityId, 
    int dummypolyId, 
    int objectEntityId)</pre></div></section>
<section class="instr">
<h3 id="SetMapCeremony"><a href="#SetMapCeremony" class="selfref"><code>SetMapCeremony</code></a> <span class="sectioninfo">Instruction 2003[59]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in m15_00_00_00, m25_00_00_00</p>
<pre>SetMapCeremony(
    uint areaId, 
    byte blockId, 
    uint ceremonyId)</pre></div></section>
<section class="instr unused">
<h3 id="DisplayEpitaphMessage"><a href="#DisplayEpitaphMessage" class="selfref"><code>DisplayEpitaphMessage</code></a> <span class="sectioninfo">Instruction 2003[61]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo sectionunused">Unused</p>
<pre>DisplayEpitaphMessage(
    int messageId)</pre></div></section>
<section class="instr">
<h3 id="SetNetworkconnectedEventFlag"><a href="#SetNetworkconnectedEventFlag" class="selfref"><code>SetNetworkconnectedEventFlag</code></a> <span class="sectioninfo">Instruction 2003[62]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common, common_func, m10_00_00_00, m11_00_00_00, m11_01_00_00, m13_00_00_00, m15_00_00_00, m20_00_00_00</p>
<pre>SetNetworkconnectedEventFlag(
    int eventFlagId, 
    byte&lt;<a href="#ONOFF">ONOFF</a>&gt; flagState)</pre></div></section>
<section class="instr">
<h3 id="BatchSetNetworkconnectedEventFlags"><a href="#BatchSetNetworkconnectedEventFlags" class="selfref"><code>BatchSetNetworkconnectedEventFlags</code></a> <span class="sectioninfo">Instruction 2003[63]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common, common_func, m11_01_00_00, m13_00_00_00, m15_00_00_00, m20_00_00_00</p>
<pre>BatchSetNetworkconnectedEventFlags(
    int eventFlagIdStart, 
    int eventFlagIdEnd, 
    byte&lt;<a href="#ONOFF">ONOFF</a>&gt; flagState)</pre></div></section>
<section class="instr">
<h3 id="SetOmissionModeCounts"><a href="#SetOmissionModeCounts" class="selfref"><code>SetOmissionModeCounts</code></a> <span class="sectioninfo">Instruction 2003[64]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in m15_00_00_00, m17_00_00_00</p>
<pre>SetOmissionModeCounts(
    int level1Count, 
    int level2Count)</pre></div></section>
<section class="instr">
<h3 id="ResetOmissionModeCountsToDefault"><a href="#ResetOmissionModeCountsToDefault" class="selfref"><code>ResetOmissionModeCountsToDefault</code></a> <span class="sectioninfo">Instruction 2003[65]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in m15_00_00_00, m17_00_00_00, m25_00_00_00</p>
<pre>ResetOmissionModeCountsToDefault()</pre></div></section>
<section class="instr unused">
<h3 id="InitializeCrowTrade"><a href="#InitializeCrowTrade" class="selfref"><code>InitializeCrowTrade</code></a> <span class="sectioninfo">Instruction 2003[66]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo sectionunused">Unused</p>
<pre>InitializeCrowTrade(
    uint&lt;<a href="#ItemType">ItemType</a>&gt; itemType, 
    int itemId, 
    int itemLotId, 
    int tradeCompletedEventFlagId, 
    int crowDialogueResponseEventFlagId)</pre></div></section>
<section class="instr unused">
<h3 id="InitializeCrowTradeArea"><a href="#InitializeCrowTradeArea" class="selfref"><code>InitializeCrowTradeArea</code></a> <span class="sectioninfo">Instruction 2003[67]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo sectionunused">Unused</p>
<pre>InitializeCrowTradeArea(
    int areaEntityId)</pre></div></section>
<section class="instr unused">
<h3 id="SetNetworkInteractionState"><a href="#SetNetworkInteractionState" class="selfref"><code>SetNetworkInteractionState</code></a> <span class="sectioninfo">Instruction 2003[70]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo sectionunused">Unused</p>
<pre>SetNetworkInteractionState(
    byte&lt;<a href="#DisabledEnabled">DisabledEnabled</a>&gt; disabledEnabled)</pre></div></section>
<section class="instr unused">
<h3 id="HideHud"><a href="#HideHud" class="selfref"><code>HideHud</code></a> <span class="sectioninfo">Instruction 2003[71]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo sectionunused">Unused</p>
<pre>HideHud(
    bool shouldBeHidden)</pre></div></section>
<section class="instr unused">
<h3 id="SetBonfireWarpingState"><a href="#SetBonfireWarpingState" class="selfref"><code>SetBonfireWarpingState</code></a> <span class="sectioninfo">Instruction 2003[72]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo sectionunused">Unused</p>
<pre>SetBonfireWarpingState(
    int bonfireEntityId, 
    int animationId, 
    byte&lt;<a href="#DisabledEnabled">DisabledEnabled</a>&gt; disabledEnabled)</pre></div></section>
<section class="instr unused">
<h3 id="SetAutogeneratedEventspecificEventFlag1Unknown200373"><a href="#SetAutogeneratedEventspecificEventFlag1Unknown200373" class="selfref"><code>SetAutogeneratedEventspecificEventFlag1Unknown200373</code></a> <span class="sectioninfo">Instruction 2003[73]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo sectionunused">Unused</p>
<pre>SetAutogeneratedEventspecificEventFlag1Unknown200373(
    byte unknown, 
    byte unknown)</pre></div></section>
<section class="instr">
<h3 id="HandleBossDefeatAndDisplayBanner"><a href="#HandleBossDefeatAndDisplayBanner" class="selfref"><code>HandleBossDefeatAndDisplayBanner</code></a> <span class="sectioninfo">Instruction 2003[74]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in m11_02_00_00, m25_00_00_00</p>
<pre>HandleBossDefeatAndDisplayBanner(
    int entityId, 
    byte&lt;<a href="#TextBannerType">TextBannerType</a>&gt; bannerType)</pre></div></section>
<section class="instr">
<h3 id="SetAutogeneratedEventspecificEventFlag2Unknown200375"><a href="#SetAutogeneratedEventspecificEventFlag2Unknown200375" class="selfref"><code>SetAutogeneratedEventspecificEventFlag2Unknown200375</code></a> <span class="sectioninfo">Instruction 2003[75]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common_func</p>
<pre>SetAutogeneratedEventspecificEventFlag2Unknown200375(
    byte unknown, 
    byte unknown)</pre></div></section>
<section class="instr">
<h3 id="DisableLoadingScreenTips"><a href="#DisableLoadingScreenTips" class="selfref"><code>DisableLoadingScreenTips</code></a> <span class="sectioninfo">Instruction 2003[76]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common, m11_01_00_00, m11_02_00_00</p>
<pre>DisableLoadingScreenTips(
    bool shouldBeDisabled)</pre></div></section>
<section class="instr unused">
<h3 id="AwardGestureItem"><a href="#AwardGestureItem" class="selfref"><code>AwardGestureItem</code></a> <span class="sectioninfo">Instruction 2003[77]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo sectionunused">Unused</p>
<pre>AwardGestureItem(
    ushort gestureIndex, 
    ushort&lt;<a href="#ItemType">ItemType</a>&gt; itemType, 
    int itemId)</pre></div></section>
<section class="instr unused">
<h3 id="SendNPCSummonHome"><a href="#SendNPCSummonHome" class="selfref"><code>SendNPCSummonHome</code></a> <span class="sectioninfo">Instruction 2003[78]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo sectionunused">Unused</p>
<pre>SendNPCSummonHome(
    int summonEntityId)</pre></div></section>
<section class="instr">
<h3 id="SetWireSearchability"><a href="#SetWireSearchability" class="selfref"><code>SetWireSearchability</code></a> <span class="sectioninfo">Instruction 2003[79]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in m10_00_00_00, m11_01_00_00, m11_02_00_00, m13_00_00_00, m17_00_00_00, m20_00_00_00, m25_00_00_00</p>
<pre>SetWireSearchability(
    int wiresetparamId)</pre></div></section>
<section class="instr">
<h3 id="SetAreaEnvmap"><a href="#SetAreaEnvmap" class="selfref"><code>SetAreaEnvmap</code></a> <span class="sectioninfo">Instruction 2003[80]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common, m11_01_00_00</p>
<pre>SetAreaEnvmap(
    byte envmapId)</pre></div></section>
<section class="instr">
<h3 id="SetLightingUnknown"><a href="#SetLightingUnknown" class="selfref"><code>SetLightingUnknown</code></a> <span class="sectioninfo">Instruction 2003[81]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in m10_00_00_00, m11_01_00_00, m11_02_00_00, m15_00_00_00, m25_00_00_00</p>
<pre>SetLightingUnknown(
    byte&lt;<a href="#TimeofDay">TimeofDay</a>&gt; timeOfDay, 
    float unknown)</pre></div></section>
<section class="instr">
<h3 id="SetMenuFade"><a href="#SetMenuFade" class="selfref"><code>SetMenuFade</code></a> <span class="sectioninfo">Instruction 2003[82]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common_func, m11_00_00_00, m11_01_00_00, m11_02_00_00, m15_00_00_00, m17_00_00_00, m20_00_00_00, m25_00_00_00</p>
<pre>SetMenuFade(
    sbyte&lt;<a href="#FadeType">FadeType</a>&gt; fade, 
    float fadeTimeS)</pre></div></section>
<section class="instr">
<h3 id="ForcePlayerArmorEquip"><a href="#ForcePlayerArmorEquip" class="selfref"><code>ForcePlayerArmorEquip</code></a> <span class="sectioninfo">Instruction 2003[83]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common, m11_00_00_00, m11_02_00_00, m20_00_00_00</p>
<pre>ForcePlayerArmorEquip(
    byte&lt;<a href="#ArmorType">ArmorType</a>&gt; armorType, 
    int armorItemId)</pre></div></section>
<section class="instr">
<h3 id="AddResurrectionNodes"><a href="#AddResurrectionNodes" class="selfref"><code>AddResurrectionNodes</code></a> <span class="sectioninfo">Instruction 2003[85]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common</p>
<pre>AddResurrectionNodes(
    byte amountOfNodes)</pre></div></section>
<section class="instr">
<h3 id="SetFlag6910IfGameCompletedOnAnySave"><a href="#SetFlag6910IfGameCompletedOnAnySave" class="selfref"><code>SetFlag6910IfGameCompletedOnAnySave</code></a> <span class="sectioninfo">Instruction 2003[86]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common</p>
<pre>SetFlag6910IfGameCompletedOnAnySave()</pre></div></section>
<section class="instr">
<h3 id="DisplayMinibossHealthBar"><a href="#DisplayMinibossHealthBar" class="selfref"><code>DisplayMinibossHealthBar</code></a> <span class="sectioninfo">Instruction 2003[87]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common_func, m25_00_00_00</p>
<pre>DisplayMinibossHealthBar(
    sbyte&lt;<a href="#DisabledEnabled">DisabledEnabled</a>&gt; disabledEnabled, 
    int entityId, 
    short slotNumber, 
    int nameId)</pre></div></section>
<section class="instr">
<h3 id="SetAreaGparamSubId"><a href="#SetAreaGparamSubId" class="selfref"><code>SetAreaGparamSubId</code></a> <span class="sectioninfo">Instruction 2003[88]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common, m11_01_00_00, m11_02_00_00, m20_00_00_00, m25_00_00_00</p>
<pre>SetAreaGparamSubId(
    uint areaId, 
    uint blockId, 
    byte gparamSubId, 
    float changeTimeS)</pre></div></section>
<section class="instr">
<h3 id="DisableBonfire"><a href="#DisableBonfire" class="selfref"><code>DisableBonfire</code></a> <span class="sectioninfo">Instruction 2003[90]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common, m11_00_00_00</p>
<pre>DisableBonfire(
    int bonfireEntityId)</pre></div></section>
<section class="instr">
<h3 id="GrantSkill"><a href="#GrantSkill" class="selfref"><code>GrantSkill</code></a> <span class="sectioninfo">Instruction 2003[91]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common</p>
<pre>GrantSkill(
    uint skillparamId)</pre></div></section>
<section class="instr">
<h3 id="SetForceScaleRender"><a href="#SetForceScaleRender" class="selfref"><code>SetForceScaleRender</code></a> <span class="sectioninfo">Instruction 2003[92]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in m25_00_00_00</p>
<pre>SetForceScaleRender(
    sbyte&lt;<a href="#DisabledEnabled">DisabledEnabled</a>&gt; desiredState)</pre></div></section>
<section class="instr">
<h3 id="WarpPlayerNew"><a href="#WarpPlayerNew" class="selfref"><code>WarpPlayerNew</code></a> <span class="sectioninfo">Instruction 2003[93]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in m11_00_00_00, m15_00_00_00, m25_00_00_00</p>
<pre>WarpPlayerNew(
    byte areaId, 
    byte blockId, 
    int respawnPointEntityId)</pre></div></section>
<section class="instr">
<h3 id="ResetDragonrotCounter"><a href="#ResetDragonrotCounter" class="selfref"><code>ResetDragonrotCounter</code></a> <span class="sectioninfo">Instruction 2003[94]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common</p>
<pre>ResetDragonrotCounter()</pre></div></section>
<section class="instr">
<h3 id="Unknown200395"><a href="#Unknown200395" class="selfref"><code>Unknown200395</code></a> <span class="sectioninfo">Instruction 2003[95]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in m10_00_50_61, m11_01_71_01, m11_02_54_01</p>
<pre>Unknown200395()</pre></div></section>
<h2 id="2004_Character"><a href="#2004_Character" class="selfref">2004 - Character</a></h2>
<section class="instr">
<h3 id="SetCharacterAIState"><a href="#SetCharacterAIState" class="selfref"><code>SetCharacterAIState</code></a> <span class="sectioninfo">Instruction 2004[01]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in all but common</p>
<pre>SetCharacterAIState(
    int entityId, 
    byte&lt;<a href="#DisabledEnabled">DisabledEnabled</a>&gt; disabledEnabled)</pre></div></section>
<section class="instr">
<h3 id="SetCharacterTeamType"><a href="#SetCharacterTeamType" class="selfref"><code>SetCharacterTeamType</code></a> <span class="sectioninfo">Instruction 2004[02]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in all but common and m17_00_00_00</p>
<pre>SetCharacterTeamType(
    int entityId, 
    byte&lt;<a href="#TeamType">TeamType</a>&gt; teamType)</pre></div></section>
<section class="instr">
<h3 id="CharacterWarpRequest"><a href="#CharacterWarpRequest" class="selfref"><code>CharacterWarpRequest</code></a> <span class="sectioninfo">Instruction 2004[03]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in m11_01_00_00</p>
<pre>CharacterWarpRequest(
    int entityId, 
    byte&lt;<a href="#TargetEntityType">TargetEntityType</a>&gt; warpType, 
    int warpDestinationEntityId, 
    int dummypolyId)</pre></div></section>
<section class="instr">
<h3 id="ForceCharacterDeath"><a href="#ForceCharacterDeath" class="selfref"><code>ForceCharacterDeath</code></a> <span class="sectioninfo">Instruction 2004[04]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in all but common</p>
<pre>ForceCharacterDeath(
    int entityId, 
    bool shouldReceiveSouls)</pre></div></section>
<section class="instr">
<h3 id="ChangeCharacterEnableState"><a href="#ChangeCharacterEnableState" class="selfref"><code>ChangeCharacterEnableState</code></a> <span class="sectioninfo">Instruction 2004[05]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in all but common</p>
<pre>ChangeCharacterEnableState(
    int entityId, 
    byte&lt;<a href="#DisabledEnabled">DisabledEnabled</a>&gt; disabledEnabled)</pre></div></section>
<section class="instr">
<h3 id="EzstateInstructionRequest"><a href="#EzstateInstructionRequest" class="selfref"><code>EzstateInstructionRequest</code></a> <span class="sectioninfo">Instruction 2004[06]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in all but common</p>
<pre>EzstateInstructionRequest(
    int entityId, 
    int command, 
    byte slot)</pre></div></section>
<section class="instr">
<h3 id="CreateBulletOwner"><a href="#CreateBulletOwner" class="selfref"><code>CreateBulletOwner</code></a> <span class="sectioninfo">Instruction 2004[07]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common_func, m11_01_00_00, m11_02_00_00, m25_00_00_00</p>
<pre>CreateBulletOwner(
    int entityId)</pre></div></section>
<section class="instr">
<h3 id="SetSpEffect"><a href="#SetSpEffect" class="selfref"><code>SetSpEffect</code></a> <span class="sectioninfo">Instruction 2004[08]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in all</p>
<pre>SetSpEffect(
    int entityId, 
    int spEffectId)</pre></div></section>
<section class="instr unused">
<h3 id="SetSpecialAnimations"><a href="#SetSpecialAnimations" class="selfref"><code>SetSpecialAnimations</code></a> <span class="sectioninfo">Instruction 2004[09]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo sectionunused">Unused</p>
<pre>SetSpecialAnimations(
    int entityId, 
    int waitingAnimation, 
    int damageAnimation, 
    int cancelAnimation, 
    int deathAnimation, 
    int returnAnimation)</pre></div></section>
<section class="instr">
<h3 id="SetCharacterGravity"><a href="#SetCharacterGravity" class="selfref"><code>SetCharacterGravity</code></a> <span class="sectioninfo">Instruction 2004[10]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in all but common</p>
<pre>SetCharacterGravity(
    int entityId, 
    byte&lt;<a href="#DisabledEnabled">DisabledEnabled</a>&gt; disabledEnabled)</pre></div></section>
<section class="instr">
<h3 id="SetCharacterEventTarget"><a href="#SetCharacterEventTarget" class="selfref"><code>SetCharacterEventTarget</code></a> <span class="sectioninfo">Instruction 2004[11]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in m10_00_00_00, m11_01_00_00, m17_00_00_00, m20_00_00_00, m25_00_00_00</p>
<pre>SetCharacterEventTarget(
    int entityId, 
    int entityId2)</pre></div></section>
<section class="instr">
<h3 id="SetCharacterImmortality"><a href="#SetCharacterImmortality" class="selfref"><code>SetCharacterImmortality</code></a> <span class="sectioninfo">Instruction 2004[12]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in all but common</p>
<pre>SetCharacterImmortality(
    int entityId, 
    byte&lt;<a href="#DisabledEnabled">DisabledEnabled</a>&gt; disabledEnabled)</pre></div></section>
<section class="instr">
<h3 id="SetCharacterHome"><a href="#SetCharacterHome" class="selfref"><code>SetCharacterHome</code></a> <span class="sectioninfo">Instruction 2004[13]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in m11_01_00_00, m11_02_00_00, m13_00_00_00, m20_00_00_00</p>
<pre>SetCharacterHome(
    int entityId, 
    int areaEntityId)</pre></div></section>
<section class="instr">
<h3 id="RotateCharacter"><a href="#RotateCharacter" class="selfref"><code>RotateCharacter</code></a> <span class="sectioninfo">Instruction 2004[14]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common_func, m11_00_00_00</p>
<pre>RotateCharacter(
    int entityId, 
    int entityId2, 
    int playAnimationId, 
    bool shouldWaitForCompletion)</pre></div></section>
<section class="instr">
<h3 id="SetCharacterInvincibility"><a href="#SetCharacterInvincibility" class="selfref"><code>SetCharacterInvincibility</code></a> <span class="sectioninfo">Instruction 2004[15]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in all but common and m13_00_00_00</p>
<pre>SetCharacterInvincibility(
    int entityId, 
    byte&lt;<a href="#DisabledEnabled">DisabledEnabled</a>&gt; disabledEnabled)</pre></div></section>
<section class="instr">
<h3 id="ClearCharactersAITarget"><a href="#ClearCharactersAITarget" class="selfref"><code>ClearCharactersAITarget</code></a> <span class="sectioninfo">Instruction 2004[16]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common_func, m10_00_00_00, m11_00_00_00, m11_01_00_00, m11_02_00_00, m25_00_00_00</p>
<pre>ClearCharactersAITarget(
    int entityId)</pre></div></section>
<section class="instr">
<h3 id="RequestCharacterAICommand"><a href="#RequestCharacterAICommand" class="selfref"><code>RequestCharacterAICommand</code></a> <span class="sectioninfo">Instruction 2004[17]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common_func, m10_00_00_00, m11_00_00_00, m11_01_00_00, m11_02_00_00, m17_00_00_00, m20_00_00_00, m25_00_00_00</p>
<pre>RequestCharacterAICommand(
    int entityId, 
    int commandId, 
    byte slotNumber)</pre></div></section>
<section class="instr">
<h3 id="SetEventPoint"><a href="#SetEventPoint" class="selfref"><code>SetEventPoint</code></a> <span class="sectioninfo">Instruction 2004[18]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in m10_00_00_00, m20_00_00_00</p>
<pre>SetEventPoint(
    int entityId, 
    int entityId2, 
    float reactionDistance)</pre></div></section>
<section class="instr">
<h3 id="SetCharacterAIId"><a href="#SetCharacterAIId" class="selfref"><code>SetCharacterAIId</code></a> <span class="sectioninfo">Instruction 2004[19]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in m11_00_00_00, m11_01_00_00, m11_02_00_00, m17_00_00_00, m20_00_00_00</p>
<pre>SetCharacterAIId(
    int entityId, 
    int aiId)</pre></div></section>
<section class="instr">
<h3 id="RequestCharacterAIReplan"><a href="#RequestCharacterAIReplan" class="selfref"><code>RequestCharacterAIReplan</code></a> <span class="sectioninfo">Instruction 2004[20]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in all but common</p>
<pre>RequestCharacterAIReplan(
    int entityId)</pre></div></section>
<section class="instr">
<h3 id="ClearSpEffect"><a href="#ClearSpEffect" class="selfref"><code>ClearSpEffect</code></a> <span class="sectioninfo">Instruction 2004[21]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in all</p>
<pre>ClearSpEffect(
    int entityId, 
    int spEffectId)</pre></div></section>
<section class="instr">
<h3 id="CreateNPCPart"><a href="#CreateNPCPart" class="selfref"><code>CreateNPCPart</code></a> <span class="sectioninfo">Instruction 2004[22]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common_func, m17_00_00_00, m20_00_00_00, m25_00_00_00</p>
<pre>CreateNPCPart(
    int entityId, 
    short npcPartId, 
    short&lt;<a href="#NPCPartType">NPCPartType</a>&gt; npcPartGroupIdx, 
    int npcPartHP, 
    float damageCorrection, 
    float bodyDamageCompensation, 
    bool isInvincible, 
    bool startInStoppedState)</pre></div></section>
<section class="instr">
<h3 id="SetNPCPartHP"><a href="#SetNPCPartHP" class="selfref"><code>SetNPCPartHP</code></a> <span class="sectioninfo">Instruction 2004[23]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in m17_00_00_00, m20_00_00_00</p>
<pre>SetNPCPartHP(
    int entityId, 
    int npcPartId, 
    int desiredHP, 
    bool shouldAllowHPAboveMaxHP)</pre></div></section>
<section class="instr">
<h3 id="SetNPCPartSEAndSFX"><a href="#SetNPCPartSEAndSFX" class="selfref"><code>SetNPCPartSEAndSFX</code></a> <span class="sectioninfo">Instruction 2004[24]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common_func, m17_00_00_00, m20_00_00_00, m25_00_00_00</p>
<pre>SetNPCPartSEAndSFX(
    int entityId, 
    int npcPartId, 
    int defenseMaterialSEId, 
    int defenseMaterialSFXId)</pre></div></section>
<section class="instr unused">
<h3 id="SetNPCPartBulletDamageMultiplier"><a href="#SetNPCPartBulletDamageMultiplier" class="selfref"><code>SetNPCPartBulletDamageMultiplier</code></a> <span class="sectioninfo">Instruction 2004[25]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo sectionunused">Unused</p>
<pre>SetNPCPartBulletDamageMultiplier(
    int entityId, 
    int npcPartId, 
    float bulletDamageMultiplier)</pre></div></section>
<section class="instr">
<h3 id="ChangeCharacterDispmask"><a href="#ChangeCharacterDispmask" class="selfref"><code>ChangeCharacterDispmask</code></a> <span class="sectioninfo">Instruction 2004[26]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common_func, m11_00_00_00, m11_01_00_00, m13_00_00_00, m17_00_00_00, m25_00_00_00</p>
<pre>ChangeCharacterDispmask(
    int entityId, 
    byte bitNumber, 
    byte&lt;<a href="#ONOFFCHANGE">ONOFFCHANGE</a>&gt; switchType)</pre></div></section>
<section class="instr">
<h3 id="ChangeCharacterHitmask"><a href="#ChangeCharacterHitmask" class="selfref"><code>ChangeCharacterHitmask</code></a> <span class="sectioninfo">Instruction 2004[27]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in m20_00_00_00, m25_00_00_00</p>
<pre>ChangeCharacterHitmask(
    int entityId, 
    byte bitNumber, 
    byte&lt;<a href="#ONOFFCHANGE">ONOFFCHANGE</a>&gt; switchType)</pre></div></section>
<section class="instr unused">
<h3 id="SetNetworkUpdateAuthority"><a href="#SetNetworkUpdateAuthority" class="selfref"><code>SetNetworkUpdateAuthority</code></a> <span class="sectioninfo">Instruction 2004[28]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo sectionunused">Unused</p>
<pre>SetNetworkUpdateAuthority(
    int entityId, 
    int&lt;<a href="#AuthorityLevel">AuthorityLevel</a>&gt; authorityLevel)</pre></div></section>
<section class="instr">
<h3 id="SetCharacterBackreadState"><a href="#SetCharacterBackreadState" class="selfref"><code>SetCharacterBackreadState</code></a> <span class="sectioninfo">Instruction 2004[29]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in all but common</p>
<pre>SetCharacterBackreadState(
    int entityId, 
    bool removed)</pre></div></section>
<section class="instr">
<h3 id="SetCharacterHPBarDisplay"><a href="#SetCharacterHPBarDisplay" class="selfref"><code>SetCharacterHPBarDisplay</code></a> <span class="sectioninfo">Instruction 2004[30]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in m10_00_00_00, m11_00_00_00, m11_01_00_00, m11_02_00_00, m17_00_00_00, m20_00_00_00, m25_00_00_00</p>
<pre>SetCharacterHPBarDisplay(
    int entityId, 
    byte&lt;<a href="#DisabledEnabled">DisabledEnabled</a>&gt; disabledEnabled)</pre></div></section>
<section class="instr">
<h3 id="SetCharacterMaphit"><a href="#SetCharacterMaphit" class="selfref"><code>SetCharacterMaphit</code></a> <span class="sectioninfo">Instruction 2004[31]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in all but common</p>
<pre>SetCharacterMaphit(
    int entityId, 
    bool disabled)</pre></div></section>
<section class="instr unused">
<h3 id="RequestCharacterAICommandEventValue"><a href="#RequestCharacterAICommandEventValue" class="selfref"><code>RequestCharacterAICommandEventValue</code></a> <span class="sectioninfo">Instruction 2004[32]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo sectionunused">Unused</p>
<pre>RequestCharacterAICommandEventValue(
    int entityId, 
    int commandId, 
    byte slotNumber, 
    int startingTargetEventFlagId, 
    int endingTargetEventFlagId)</pre></div></section>
<section class="instr unused">
<h3 id="CreateReferredDamagePair"><a href="#CreateReferredDamagePair" class="selfref"><code>CreateReferredDamagePair</code></a> <span class="sectioninfo">Instruction 2004[33]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo sectionunused">Unused</p>
<pre>CreateReferredDamagePair(
    int sourceEntityId, 
    int targetEntityId)</pre></div></section>
<section class="instr">
<h3 id="SetNetworkUpdateRate"><a href="#SetNetworkUpdateRate" class="selfref"><code>SetNetworkUpdateRate</code></a> <span class="sectioninfo">Instruction 2004[34]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in all but common and m13_00_00_00</p>
<pre>SetNetworkUpdateRate(
    int entityId, 
    bool useFixedFrequency, 
    sbyte&lt;<a href="#CharacterUpdateFrequency">CharacterUpdateFrequency</a>&gt; updateFrequency)</pre></div></section>
<section class="instr">
<h3 id="SetCharacterDefaultBackreadState"><a href="#SetCharacterDefaultBackreadState" class="selfref"><code>SetCharacterDefaultBackreadState</code></a> <span class="sectioninfo">Instruction 2004[35]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common_func, m11_00_00_00, m11_02_00_00, m17_00_00_00, m20_00_00_00, m25_00_00_00</p>
<pre>SetCharacterDefaultBackreadState(
    int entityId, 
    byte&lt;<a href="#DisabledEnabled">DisabledEnabled</a>&gt; disabledEnabled)</pre></div></section>
<section class="instr unused">
<h3 id="HellkiteBreathControl"><a href="#HellkiteBreathControl" class="selfref"><code>HellkiteBreathControl</code></a> <span class="sectioninfo">Instruction 2004[36]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo sectionunused">Unused</p>
<pre>HellkiteBreathControl(
    int characterEntityId, 
    int objectEntityId, 
    int characterAnimationId)</pre></div></section>
<section class="instr">
<h3 id="ForceCharacterTreasure"><a href="#ForceCharacterTreasure" class="selfref"><code>ForceCharacterTreasure</code></a> <span class="sectioninfo">Instruction 2004[37]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in all but common</p>
<pre>ForceCharacterTreasure(
    int characterEntityId)</pre></div></section>
<section class="instr unused">
<h3 id="BetrayCharactersCurrentCovenant"><a href="#BetrayCharactersCurrentCovenant" class="selfref"><code>BetrayCharactersCurrentCovenant</code></a> <span class="sectioninfo">Instruction 2004[38]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo sectionunused">Unused</p>
<pre>BetrayCharactersCurrentCovenant(
    byte dummy)</pre></div></section>
<section class="instr">
<h3 id="SetCharacterAnimationState"><a href="#SetCharacterAnimationState" class="selfref"><code>SetCharacterAnimationState</code></a> <span class="sectioninfo">Instruction 2004[39]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in all but common and m13_00_00_00</p>
<pre>SetCharacterAnimationState(
    int entityId, 
    byte&lt;<a href="#DisabledEnabled">DisabledEnabled</a>&gt; disabledEnabled)</pre></div></section>
<section class="instr">
<h3 id="WarpCharacterAndSetFloor"><a href="#WarpCharacterAndSetFloor" class="selfref"><code>WarpCharacterAndSetFloor</code></a> <span class="sectioninfo">Instruction 2004[40]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common_func, m10_00_00_00, m11_00_00_00, m11_01_00_00, m15_00_00_00, m20_00_00_00</p>
<pre>WarpCharacterAndSetFloor(
    int entityId, 
    byte&lt;<a href="#TargetEntityType">TargetEntityType</a>&gt; warpType, 
    int warpDestinationEntityId, 
    int dummypolyId, 
    int warpDestinationHitEntityId)</pre></div></section>
<section class="instr">
<h3 id="IssueShortWarpRequest"><a href="#IssueShortWarpRequest" class="selfref"><code>IssueShortWarpRequest</code></a> <span class="sectioninfo">Instruction 2004[41]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in all but common and m15_00_00_00</p>
<pre>IssueShortWarpRequest(
    int entityId, 
    byte&lt;<a href="#TargetEntityType">TargetEntityType</a>&gt; warpType, 
    int warpDestinationEntityId, 
    int dummypolyId)</pre></div></section>
<section class="instr">
<h3 id="WarpCharacterAndCopyFloor"><a href="#WarpCharacterAndCopyFloor" class="selfref"><code>WarpCharacterAndCopyFloor</code></a> <span class="sectioninfo">Instruction 2004[42]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common_func, m10_00_00_00, m11_00_00_00, m11_01_00_00, m11_02_00_00, m17_00_00_00, m20_00_00_00, m25_00_00_00</p>
<pre>WarpCharacterAndCopyFloor(
    int entityId, 
    byte&lt;<a href="#TargetEntityType">TargetEntityType</a>&gt; warpType, 
    int warpDestinationEntityId, 
    int dummypolyId, 
    int entityIdToCopyFloorFrom)</pre></div></section>
<section class="instr">
<h3 id="RequestCharacterAnimationReset"><a href="#RequestCharacterAnimationReset" class="selfref"><code>RequestCharacterAnimationReset</code></a> <span class="sectioninfo">Instruction 2004[43]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in m11_00_00_00, m11_02_00_00, m17_00_00_00</p>
<pre>RequestCharacterAnimationReset(
    int entityId, 
    byte&lt;<a href="#Interpolation">Interpolation</a>&gt; interpolationMethod)</pre></div></section>
<section class="instr unused">
<h3 id="ChangeCharacterTeamTypeAndForceExitSpecialAnimations"><a href="#ChangeCharacterTeamTypeAndForceExitSpecialAnimations" class="selfref"><code>ChangeCharacterTeamTypeAndForceExitSpecialAnimations</code></a> <span class="sectioninfo">Instruction 2004[44]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo sectionunused">Unused</p>
<pre>ChangeCharacterTeamTypeAndForceExitSpecialAnimations(
    int entityId, 
    byte&lt;<a href="#TeamType">TeamType</a>&gt; teamType)</pre></div></section>
<section class="instr unused">
<h3 id="RegisterNPCHumanityEventValue"><a href="#RegisterNPCHumanityEventValue" class="selfref"><code>RegisterNPCHumanityEventValue</code></a> <span class="sectioninfo">Instruction 2004[45]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo sectionunused">Unused</p>
<pre>RegisterNPCHumanityEventValue(
    int npcEntityId, 
    int humanityEventValueBaseEventFlagId)</pre></div></section>
<section class="instr unused">
<h3 id="IncrementPlayerPvpSin"><a href="#IncrementPlayerPvpSin" class="selfref"><code>IncrementPlayerPvpSin</code></a> <span class="sectioninfo">Instruction 2004[46]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo sectionunused">Unused</p>
<pre>IncrementPlayerPvpSin(
    byte dummy)</pre></div></section>
<section class="instr">
<h3 id="BonfirelikeRecovery"><a href="#BonfirelikeRecovery" class="selfref"><code>BonfirelikeRecovery</code></a> <span class="sectioninfo">Instruction 2004[47]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in m11_00_00_00</p>
<pre>BonfirelikeRecovery()</pre></div></section>
<section class="instr unused">
<h3 id="ChangeCharactersCloth"><a href="#ChangeCharactersCloth" class="selfref"><code>ChangeCharactersCloth</code></a> <span class="sectioninfo">Instruction 2004[48]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo sectionunused">Unused</p>
<pre>ChangeCharactersCloth(
    int entityId, 
    byte bitNumber, 
    byte stateId)</pre></div></section>
<section class="instr">
<h3 id="ChangeCharacterPatrolBehavior"><a href="#ChangeCharacterPatrolBehavior" class="selfref"><code>ChangeCharacterPatrolBehavior</code></a> <span class="sectioninfo">Instruction 2004[49]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common_func, m10_00_00_00, m11_00_00_00, m11_01_00_00, m11_02_00_00, m13_00_00_00, m20_00_00_00, m25_00_00_00</p>
<pre>ChangeCharacterPatrolBehavior(
    int characterEntityId, 
    int patrolInformationEntityId)</pre></div></section>
<section class="instr">
<h3 id="SetLockOnPoint"><a href="#SetLockOnPoint" class="selfref"><code>SetLockOnPoint</code></a> <span class="sectioninfo">Instruction 2004[50]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common_func, m10_00_00_00, m11_00_00_00, m11_01_00_00, m11_02_00_00, m17_00_00_00, m20_00_00_00, m25_00_00_00</p>
<pre>SetLockOnPoint(
    int entityId, 
    int lockOnDummypolyId, 
    byte&lt;<a href="#DisabledEnabled">DisabledEnabled</a>&gt; desiredState)</pre></div></section>
<section class="instr unused">
<h3 id="TestRequestRagdollRestraint"><a href="#TestRequestRagdollRestraint" class="selfref"><code>TestRequestRagdollRestraint</code></a> <span class="sectioninfo">Instruction 2004[51]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo sectionunused">Unused</p>
<pre>TestRequestRagdollRestraint(
    int entityIdRecipientSide, 
    int targetRigidIndexRecipientSide, 
    int dummypolyIdRecipientSide, 
    int entityIdAttachmentSide, 
    int targetRigidIndexAttachmentSide, 
    int dummypolyIdAttachmentSide)</pre></div></section>
<section class="instr unused">
<h3 id="ChangeCharacter"><a href="#ChangeCharacter" class="selfref"><code>ChangeCharacter</code></a> <span class="sectioninfo">Instruction 2004[52]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo sectionunused">Unused</p>
<pre>ChangeCharacter(
    int charinitparamId)</pre></div></section>
<section class="instr unused">
<h3 id="AdaptHpchangingSpEffectToNPCPartOfTarget"><a href="#AdaptHpchangingSpEffectToNPCPartOfTarget" class="selfref"><code>AdaptHpchangingSpEffectToNPCPartOfTarget</code></a> <span class="sectioninfo">Instruction 2004[53]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo sectionunused">Unused</p>
<pre>AdaptHpchangingSpEffectToNPCPartOfTarget(
    int entityId)</pre></div></section>
<section class="instr unused">
<h3 id="ImmediateActivateUnknown200454"><a href="#ImmediateActivateUnknown200454" class="selfref"><code>ImmediateActivateUnknown200454</code></a> <span class="sectioninfo">Instruction 2004[54]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo sectionunused">Unused</p>
<pre>ImmediateActivateUnknown200454(
    int entityId, 
    byte&lt;<a href="#DisabledEnabled">DisabledEnabled</a>&gt; disabledEnabled)</pre></div></section>
<section class="instr">
<h3 id="SetCharacterTalkRange"><a href="#SetCharacterTalkRange" class="selfref"><code>SetCharacterTalkRange</code></a> <span class="sectioninfo">Instruction 2004[55]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in m11_02_00_00</p>
<pre>SetCharacterTalkRange(
    int entityId, 
    float range)</pre></div></section>
<section class="instr unused">
<h3 id="IncrementCharacterGameCycle"><a href="#IncrementCharacterGameCycle" class="selfref"><code>IncrementCharacterGameCycle</code></a> <span class="sectioninfo">Instruction 2004[57]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo sectionunused">Unused</p>
<pre>IncrementCharacterGameCycle(
    int entityId)</pre></div></section>
<section class="instr">
<h3 id="SetMultiplayerdependentBuffsNonboss"><a href="#SetMultiplayerdependentBuffsNonboss" class="selfref"><code>SetMultiplayerdependentBuffsNonboss</code></a> <span class="sectioninfo">Instruction 2004[58]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in m11_00_00_00, m11_01_00_00, m11_02_00_00, m15_00_00_00, m20_00_00_00, m25_00_00_00</p>
<pre>SetMultiplayerdependentBuffsNonboss(
    int entityId, 
    byte&lt;<a href="#DisabledEnabled">DisabledEnabled</a>&gt; disabledEnabled)</pre></div></section>
<section class="instr unused">
<h3 id="Unknown200459"><a href="#Unknown200459" class="selfref"><code>Unknown200459</code></a> <span class="sectioninfo">Instruction 2004[59]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo sectionunused">Unused</p>
<pre>Unknown200459(
    int entityId, 
    byte&lt;<a href="#DisabledEnabled">DisabledEnabled</a>&gt; disabledEnabled)</pre></div></section>
<section class="instr unused">
<h3 id="SetCharacterRemainingYoelLevels"><a href="#SetCharacterRemainingYoelLevels" class="selfref"><code>SetCharacterRemainingYoelLevels</code></a> <span class="sectioninfo">Instruction 2004[60]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo sectionunused">Unused</p>
<pre>SetCharacterRemainingYoelLevels(
    byte levelCount)</pre></div></section>
<section class="instr">
<h3 id="ResetCharacterPosition"><a href="#ResetCharacterPosition" class="selfref"><code>ResetCharacterPosition</code></a> <span class="sectioninfo">Instruction 2004[61]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common_func, m11_01_00_00, m11_02_00_00, m15_00_00_00, m17_00_00_00, m20_00_00_00</p>
<pre>ResetCharacterPosition(
    int characterEntityId)</pre></div></section>
<section class="instr">
<h3 id="SetNPCPartDamagingProsthetic"><a href="#SetNPCPartDamagingProsthetic" class="selfref"><code>SetNPCPartDamagingProsthetic</code></a> <span class="sectioninfo">Instruction 2004[62]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common_func, m17_00_00_00</p>
<pre>SetNPCPartDamagingProsthetic(
    int characterEntityId, 
    short npcPartId, 
    short&lt;<a href="#ProstheticType">ProstheticType</a>&gt; partdamagingProsthetic)</pre></div></section>
<section class="instr">
<h3 id="WarpPlayerWithinAreaSettingCameraOrientation"><a href="#WarpPlayerWithinAreaSettingCameraOrientation" class="selfref"><code>WarpPlayerWithinAreaSettingCameraOrientation</code></a> <span class="sectioninfo">Instruction 2004[63]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in m11_00_00_00, m20_00_00_00</p>
<pre>WarpPlayerWithinAreaSettingCameraOrientation(
    int characterEntityId, 
    int&lt;<a href="#TargetEntityType">TargetEntityType</a>&gt; type, 
    int pointEntityId, 
    int unknown, 
    sbyte unknown)</pre></div></section>
<section class="instr">
<h3 id="ForceUseObjact"><a href="#ForceUseObjact" class="selfref"><code>ForceUseObjact</code></a> <span class="sectioninfo">Instruction 2004[64]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common_func, m10_00_00_00, m11_02_00_00, m15_00_00_00, m17_00_00_00, m25_00_00_00</p>
<pre>ForceUseObjact(
    int characterEntityId, 
    int objectEntityId, 
    int objactparamId, 
    int unknown)</pre></div></section>
<section class="instr">
<h3 id="ForceCharacterTarget"><a href="#ForceCharacterTarget" class="selfref"><code>ForceCharacterTarget</code></a> <span class="sectioninfo">Instruction 2004[65]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in all but common and m20_00_00_00</p>
<pre>ForceCharacterTarget(
    int targeterEntityId, 
    int targetedEntityId)</pre></div></section>
<section class="instr">
<h3 id="EnableAIStateChangeFromEnemyTeam"><a href="#EnableAIStateChangeFromEnemyTeam" class="selfref"><code>EnableAIStateChangeFromEnemyTeam</code></a> <span class="sectioninfo">Instruction 2004[67]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in m11_00_00_00</p>
<pre>EnableAIStateChangeFromEnemyTeam(
    int characterEntityId, 
    sbyte&lt;<a href="#DisabledEnabled">DisabledEnabled</a>&gt; desiredState)</pre></div></section>
<section class="instr">
<h3 id="Unknown200468"><a href="#Unknown200468" class="selfref"><code>Unknown200468</code></a> <span class="sectioninfo">Instruction 2004[68]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in m10_00_50_60, m10_00_50_61, m10_00_50_90, m11_00_50_80, m11_00_70_10, m11_01_50_60, m11_01_54_10, m11_01_71_00, m11_01_71_01, m11_01_74_00, m11_02_54_00, m11_02_54_01</p>
<pre>Unknown200468(
    byte dummy)</pre></div></section>
<h2 id="2005_Object"><a href="#2005_Object" class="selfref">2005 - Object</a></h2>
<section class="instr">
<h3 id="RequestObjectDestruction"><a href="#RequestObjectDestruction" class="selfref"><code>RequestObjectDestruction</code></a> <span class="sectioninfo">Instruction 2005[01]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common_func, m10_00_00_00</p>
<pre>RequestObjectDestruction(
    int entityId, 
    sbyte slotNumber)</pre></div></section>
<section class="instr">
<h3 id="RequestObjectRestoration"><a href="#RequestObjectRestoration" class="selfref"><code>RequestObjectRestoration</code></a> <span class="sectioninfo">Instruction 2005[02]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in m11_00_00_00, m11_01_00_00, m11_02_00_00, m15_00_00_00, m25_00_00_00</p>
<pre>RequestObjectRestoration(
    int entityId)</pre></div></section>
<section class="instr">
<h3 id="DeactivateObject"><a href="#DeactivateObject" class="selfref"><code>DeactivateObject</code></a> <span class="sectioninfo">Instruction 2005[03]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in all but common</p>
<pre>DeactivateObject(
    int targetObjectEntityId, 
    byte&lt;<a href="#DisabledEnabled">DisabledEnabled</a>&gt; state)</pre></div></section>
<section class="instr">
<h3 id="SetObjectTreasureState"><a href="#SetObjectTreasureState" class="selfref"><code>SetObjectTreasureState</code></a> <span class="sectioninfo">Instruction 2005[04]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common_func, m10_00_00_00, m11_00_00_00, m11_01_00_00, m11_02_00_00, m15_00_00_00, m20_00_00_00, m25_00_00_00</p>
<pre>SetObjectTreasureState(
    int targetObjectEntityId, 
    byte&lt;<a href="#DisabledEnabled">DisabledEnabled</a>&gt; state)</pre></div></section>
<section class="instr unused">
<h3 id="InitializeObjact"><a href="#InitializeObjact" class="selfref"><code>InitializeObjact</code></a> <span class="sectioninfo">Instruction 2005[05]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo sectionunused">Unused</p>
<pre>InitializeObjact(
    int entityId, 
    int objactparamId, 
    int relativeTargetIdx)</pre></div></section>
<section class="instr">
<h3 id="SetObjactState"><a href="#SetObjactState" class="selfref"><code>SetObjactState</code></a> <span class="sectioninfo">Instruction 2005[06]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common_func, m10_00_00_00, m11_00_00_00, m11_01_00_00, m11_02_00_00, m15_00_00_00, m17_00_00_00, m20_00_00_00</p>
<pre>SetObjactState(
    int entityId, 
    int objactparamId, 
    byte&lt;<a href="#DisabledEnabled">DisabledEnabled</a>&gt; state)</pre></div></section>
<section class="instr">
<h3 id="ReproduceObjectAnimation"><a href="#ReproduceObjectAnimation" class="selfref"><code>ReproduceObjectAnimation</code></a> <span class="sectioninfo">Instruction 2005[07]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common_func, m10_00_00_00, m11_00_00_00, m11_01_00_00, m11_02_00_00, m15_00_00_00, m20_00_00_00</p>
<pre>ReproduceObjectAnimation(
    int targetObjectEntityId, 
    int animationId)</pre></div></section>
<section class="instr unused">
<h3 id="ReproduceObjectDestruction"><a href="#ReproduceObjectDestruction" class="selfref"><code>ReproduceObjectDestruction</code></a> <span class="sectioninfo">Instruction 2005[08]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo sectionunused">Unused</p>
<pre>ReproduceObjectDestruction(
    int entityId, 
    sbyte slotNumber)</pre></div></section>
<section class="instr">
<h3 id="CreateDamagingObject"><a href="#CreateDamagingObject" class="selfref"><code>CreateDamagingObject</code></a> <span class="sectioninfo">Instruction 2005[09]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common_func</p>
<pre>CreateDamagingObject(
    int eventFlagId, 
    int entityId, 
    int dummypolyId, 
    int behaviorId, 
    int&lt;<a href="#DamageTargetType">DamageTargetType</a>&gt; target, 
    float radius, 
    float lifespan, 
    float repetitionTimeS)</pre></div></section>
<section class="instr unused">
<h3 id="RegisterStatue"><a href="#RegisterStatue" class="selfref"><code>RegisterStatue</code></a> <span class="sectioninfo">Instruction 2005[10]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo sectionunused">Unused</p>
<pre>RegisterStatue(
    int entityId, 
    byte areaId, 
    byte blockId, 
    byte&lt;<a href="#StatueType">StatueType</a>&gt; statueType)</pre></div></section>
<section class="instr">
<h3 id="WarpObjectToCharacter"><a href="#WarpObjectToCharacter" class="selfref"><code>WarpObjectToCharacter</code></a> <span class="sectioninfo">Instruction 2005[11]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in m25_00_00_00</p>
<pre>WarpObjectToCharacter(
    int entityId, 
    int characterEntityId, 
    short dummypolyId)</pre></div></section>
<section class="instr">
<h3 id="DeleteObjectEvent"><a href="#DeleteObjectEvent" class="selfref"><code>DeleteObjectEvent</code></a> <span class="sectioninfo">Instruction 2005[12]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common_func</p>
<pre>DeleteObjectEvent(
    int eventFlagId)</pre></div></section>
<section class="instr">
<h3 id="SetObjectInvulnerability"><a href="#SetObjectInvulnerability" class="selfref"><code>SetObjectInvulnerability</code></a> <span class="sectioninfo">Instruction 2005[13]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in m11_01_00_00, m11_02_00_00, m20_00_00_00</p>
<pre>SetObjectInvulnerability(
    int targetObjectEntityId, 
    byte&lt;<a href="#DisabledEnabled">DisabledEnabled</a>&gt; state)</pre></div></section>
<section class="instr unused">
<h3 id="DeactivateObjactAssignIdx"><a href="#DeactivateObjactAssignIdx" class="selfref"><code>DeactivateObjactAssignIdx</code></a> <span class="sectioninfo">Instruction 2005[14]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo sectionunused">Unused</p>
<pre>DeactivateObjactAssignIdx(
    int entityId, 
    int objactparamId, 
    int relativeTargetIdx, 
    byte&lt;<a href="#DisabledEnabled">DisabledEnabled</a>&gt; state)</pre></div></section>
<section class="instr unused">
<h3 id="RerollObjectTreasure"><a href="#RerollObjectTreasure" class="selfref"><code>RerollObjectTreasure</code></a> <span class="sectioninfo">Instruction 2005[15]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo sectionunused">Unused</p>
<pre>RerollObjectTreasure(
    int targetObjectEntityId)</pre></div></section>
<section class="instr unused">
<h3 id="ExtinguishBurningObjects"><a href="#ExtinguishBurningObjects" class="selfref"><code>ExtinguishBurningObjects</code></a> <span class="sectioninfo">Instruction 2005[16]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo sectionunused">Unused</p>
<pre>ExtinguishBurningObjects()</pre></div></section>
<section class="instr unused">
<h3 id="ShowObjectByMapCeremony"><a href="#ShowObjectByMapCeremony" class="selfref"><code>ShowObjectByMapCeremony</code></a> <span class="sectioninfo">Instruction 2005[17]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo sectionunused">Unused</p>
<pre>ShowObjectByMapCeremony(
    int targetObjectEntityId, 
    uint ceremonyId, 
    int unknown)</pre></div></section>
<section class="instr">
<h3 id="SetObjectInteraction"><a href="#SetObjectInteraction" class="selfref"><code>SetObjectInteraction</code></a> <span class="sectioninfo">Instruction 2005[19]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common_func, m11_00_00_00, m11_01_00_00, m11_02_00_00, m20_00_00_00, m25_00_00_00</p>
<pre>SetObjectInteraction(
    int objectEntityId, 
    int&lt;<a href="#ObjectInteractionType">ObjectInteractionType</a>&gt; interaction, 
    sbyte&lt;<a href="#DisabledEnabled">DisabledEnabled</a>&gt; desiredState)</pre></div></section>
<h2 id="2006_SFX"><a href="#2006_SFX" class="selfref">2006 - SFX</a></h2>
<section class="instr">
<h3 id="DeleteMapSFX"><a href="#DeleteMapSFX" class="selfref"><code>DeleteMapSFX</code></a> <span class="sectioninfo">Instruction 2006[01]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in all but common</p>
<pre>DeleteMapSFX(
    int entityId, 
    bool onlyDeleteRoot)</pre></div></section>
<section class="instr">
<h3 id="SpawnMapSFX"><a href="#SpawnMapSFX" class="selfref"><code>SpawnMapSFX</code></a> <span class="sectioninfo">Instruction 2006[02]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in all but common and m13_00_00_00</p>
<pre>SpawnMapSFX(
    int entityId)</pre></div></section>
<section class="instr">
<h3 id="SpawnOneshotSFX"><a href="#SpawnOneshotSFX" class="selfref"><code>SpawnOneshotSFX</code></a> <span class="sectioninfo">Instruction 2006[03]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common_func, m11_00_00_00, m15_00_00_00, m17_00_00_00, m20_00_00_00, m25_00_00_00</p>
<pre>SpawnOneshotSFX(
    int&lt;<a href="#TargetEntityType">TargetEntityType</a>&gt; type, 
    int entityId, 
    int dummypolyId, 
    int sfxId)</pre></div></section>
<section class="instr">
<h3 id="CreateObjectfollowingSFX"><a href="#CreateObjectfollowingSFX" class="selfref"><code>CreateObjectfollowingSFX</code></a> <span class="sectioninfo">Instruction 2006[04]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common_func, m10_00_00_00, m11_01_00_00, m11_02_00_00, m13_00_00_00, m17_00_00_00, m20_00_00_00</p>
<pre>CreateObjectfollowingSFX(
    int objectEntityId, 
    int dummypolyId, 
    int sfxId)</pre></div></section>
<section class="instr">
<h3 id="DeleteObjectfollowingSFX"><a href="#DeleteObjectfollowingSFX" class="selfref"><code>DeleteObjectfollowingSFX</code></a> <span class="sectioninfo">Instruction 2006[05]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common_func, m10_00_00_00, m11_01_00_00, m11_02_00_00, m13_00_00_00, m17_00_00_00, m20_00_00_00</p>
<pre>DeleteObjectfollowingSFX(
    int objectEntityId, 
    bool shouldDeleteRoot)</pre></div></section>
<h2 id="2007_Message"><a href="#2007_Message" class="selfref">2007 - Message</a></h2>
<section class="instr">
<h3 id="DisplayGenericDialog"><a href="#DisplayGenericDialog" class="selfref"><code>DisplayGenericDialog</code></a> <span class="sectioninfo">Instruction 2007[01]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common_func, m10_00_00_00, m11_00_00_00, m11_01_00_00, m11_02_00_00, m17_00_00_00, m25_00_00_00</p>
<pre>DisplayGenericDialog(
    int messageId, 
    short&lt;<a href="#PromptType">PromptType</a>&gt; dialogType, 
    short&lt;<a href="#NumberofOptions">NumberofOptions</a>&gt; numberOfOptions, 
    int entityId, 
    float displayDistance)</pre></div></section>
<section class="instr">
<h3 id="DisplayBanner"><a href="#DisplayBanner" class="selfref"><code>DisplayBanner</code></a> <span class="sectioninfo">Instruction 2007[02]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common, m17_00_00_00, m20_00_00_00</p>
<pre>DisplayBanner(
    byte&lt;<a href="#TextBannerType">TextBannerType</a>&gt; bannerType)</pre></div></section>
<section class="instr unused">
<h3 id="DisplayStatusMessage"><a href="#DisplayStatusMessage" class="selfref"><code>DisplayStatusMessage</code></a> <span class="sectioninfo">Instruction 2007[03]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo sectionunused">Unused</p>
<pre>DisplayStatusMessage(
    int messageId, 
    byte&lt;<a href="#DisabledEnabled">DisabledEnabled</a>&gt; padState)</pre></div></section>
<section class="instr unused">
<h3 id="DisplayMessage"><a href="#DisplayMessage" class="selfref"><code>DisplayMessage</code></a> <span class="sectioninfo">Instruction 2007[04]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo sectionunused">Unused</p>
<pre>DisplayMessage(
    int messageId, 
    byte screenLocationIndex)</pre></div></section>
<section class="instr unused">
<h3 id="SetBattleOfStocismNametagA"><a href="#SetBattleOfStocismNametagA" class="selfref"><code>SetBattleOfStocismNametagA</code></a> <span class="sectioninfo">Instruction 2007[05]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo sectionunused">Unused</p>
<pre>SetBattleOfStocismNametagA(
    int playerEntityId)</pre></div></section>
<section class="instr unused">
<h3 id="SetBattleOfStocismNametagB"><a href="#SetBattleOfStocismNametagB" class="selfref"><code>SetBattleOfStocismNametagB</code></a> <span class="sectioninfo">Instruction 2007[06]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo sectionunused">Unused</p>
<pre>SetBattleOfStocismNametagB(
    int playerEntityId)</pre></div></section>
<section class="instr unused">
<h3 id="SetBattleOfStocismNametagC"><a href="#SetBattleOfStocismNametagC" class="selfref"><code>SetBattleOfStocismNametagC</code></a> <span class="sectioninfo">Instruction 2007[07]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo sectionunused">Unused</p>
<pre>SetBattleOfStocismNametagC(
    int playerEntityId)</pre></div></section>
<section class="instr unused">
<h3 id="SetBattleOfStocismNametagD"><a href="#SetBattleOfStocismNametagD" class="selfref"><code>SetBattleOfStocismNametagD</code></a> <span class="sectioninfo">Instruction 2007[08]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo sectionunused">Unused</p>
<pre>SetBattleOfStocismNametagD(
    int playerEntityId)</pre></div></section>
<section class="instr unused">
<h3 id="DisplayBattleOfStocismDissolutionMessage"><a href="#DisplayBattleOfStocismDissolutionMessage" class="selfref"><code>DisplayBattleOfStocismDissolutionMessage</code></a> <span class="sectioninfo">Instruction 2007[09]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo sectionunused">Unused</p>
<pre>DisplayBattleOfStocismDissolutionMessage(
    int messageId)</pre></div></section>
<section class="instr">
<h3 id="DisplayGenericDialogAndSetEventFlags"><a href="#DisplayGenericDialogAndSetEventFlags" class="selfref"><code>DisplayGenericDialogAndSetEventFlags</code></a> <span class="sectioninfo">Instruction 2007[10]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in m11_00_00_00, m11_02_00_00</p>
<pre>DisplayGenericDialogAndSetEventFlags(
    int messageId, 
    short&lt;<a href="#PromptType">PromptType</a>&gt; dialogType, 
    short&lt;<a href="#NumberofOptions">NumberofOptions</a>&gt; numberOfOptions, 
    int entityId, 
    float displayDistance, 
    int leftResponseEventFlagId, 
    int rightResponseEventFlagId, 
    int cancelResponseEventFlagId)</pre></div></section>
<section class="instr">
<h3 id="DisplayAreaWelcomeMessage"><a href="#DisplayAreaWelcomeMessage" class="selfref"><code>DisplayAreaWelcomeMessage</code></a> <span class="sectioninfo">Instruction 2007[11]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in m11_00_00_00, m11_02_00_00</p>
<pre>DisplayAreaWelcomeMessage(
    int areaNameMessageId)</pre></div></section>
<section class="instr">
<h3 id="DisplayGenericDialogGloballyAndSetEventFlags"><a href="#DisplayGenericDialogGloballyAndSetEventFlags" class="selfref"><code>DisplayGenericDialogGloballyAndSetEventFlags</code></a> <span class="sectioninfo">Instruction 2007[12]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common</p>
<pre>DisplayGenericDialogGloballyAndSetEventFlags(
    int messageId, 
    short&lt;<a href="#PromptType">PromptType</a>&gt; dialogType, 
    short&lt;<a href="#NumberofOptions">NumberofOptions</a>&gt; numberOfOptions, 
    int leftResponseEventFlagId, 
    int rightResponseEventFlagId, 
    int cancelResponseEventFlagId)</pre></div></section>
<section class="instr">
<h3 id="ShowHintBox"><a href="#ShowHintBox" class="selfref"><code>ShowHintBox</code></a> <span class="sectioninfo">Instruction 2007[13]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common, common_func, m10_00_00_00, m11_00_00_00, m11_01_00_00, m11_02_00_00</p>
<pre>ShowHintBox(
    int hintBoxId, 
    int titleMessageId, 
    int bodyMessageId)</pre></div></section>
<section class="instr">
<h3 id="RemoveHintBox"><a href="#RemoveHintBox" class="selfref"><code>RemoveHintBox</code></a> <span class="sectioninfo">Instruction 2007[14]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common, common_func, m10_00_00_00, m11_00_00_00, m11_01_00_00, m11_02_00_00</p>
<pre>RemoveHintBox(
    int hintBoxId)</pre></div></section>
<section class="instr">
<h3 id="ShowSmallHintBox"><a href="#ShowSmallHintBox" class="selfref"><code>ShowSmallHintBox</code></a> <span class="sectioninfo">Instruction 2007[16]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common, common_func, m10_00_00_00, m11_00_00_00, m11_02_00_00</p>
<pre>ShowSmallHintBox(
    int hintBoxId, 
    int messageId)</pre></div></section>
<section class="instr">
<h3 id="ShowTutorialText"><a href="#ShowTutorialText" class="selfref"><code>ShowTutorialText</code></a> <span class="sectioninfo">Instruction 2007[17]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common, m10_00_00_00, m11_00_00_00, m11_01_00_00, m11_02_00_00</p>
<pre>ShowTutorialText(
    int pretitleMessageId, 
    int titleMessageId, 
    int bodyMessageId, 
    int imageTextureId)</pre></div></section>
<section class="instr">
<h3 id="ShowLargeInspectBox"><a href="#ShowLargeInspectBox" class="selfref"><code>ShowLargeInspectBox</code></a> <span class="sectioninfo">Instruction 2007[18]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common_func, m11_00_00_00, m11_01_00_00, m15_00_00_00, m20_00_00_00</p>
<pre>ShowLargeInspectBox(
    int titleMessageId, 
    int bodyMessageId)</pre></div></section>
<h2 id="2008_Camera"><a href="#2008_Camera" class="selfref">2008 - Camera</a></h2>
<section class="instr">
<h3 id="ChangeCamera"><a href="#ChangeCamera" class="selfref"><code>ChangeCamera</code></a> <span class="sectioninfo">Instruction 2008[01]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common</p>
<pre>ChangeCamera(
    int normalCameraId, 
    int lockedCameraId)</pre></div></section>
<section class="instr">
<h3 id="SetCameraVibration"><a href="#SetCameraVibration" class="selfref"><code>SetCameraVibration</code></a> <span class="sectioninfo">Instruction 2008[02]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in m20_00_00_00</p>
<pre>SetCameraVibration(
    int vibrationId, 
    int&lt;<a href="#TargetEntityType">TargetEntityType</a>&gt; type, 
    int entityId, 
    int dummypolyId, 
    float decayStartDistance, 
    float decayEndDistance)</pre></div></section>
<section class="instr unused">
<h3 id="SetLockcamSlotNumber"><a href="#SetLockcamSlotNumber" class="selfref"><code>SetLockcamSlotNumber</code></a> <span class="sectioninfo">Instruction 2008[03]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo sectionunused">Unused</p>
<pre>SetLockcamSlotNumber(
    byte areaId, 
    byte blockId, 
    ushort lockcamSlotNumber)</pre></div></section>
<section class="instr">
<h3 id="SetAreaCamerasetparamSubid"><a href="#SetAreaCamerasetparamSubid" class="selfref"><code>SetAreaCamerasetparamSubid</code></a> <span class="sectioninfo">Instruction 2008[04]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common, common_func, m10_00_00_00, m11_00_00_00, m11_01_00_00, m11_02_00_00, m17_00_00_00, m25_00_00_00</p>
<pre>SetAreaCamerasetparamSubid(
    int camerasetparamSubid)</pre></div></section>
<h2 id="2009_Script"><a href="#2009_Script" class="selfref">2009 - Script</a></h2>
<section class="instr unused">
<h3 id="RegisterLadder"><a href="#RegisterLadder" class="selfref"><code>RegisterLadder</code></a> <span class="sectioninfo">Instruction 2009[00]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo sectionunused">Unused</p>
<pre>RegisterLadder(
    int disableTopEventFlagId, 
    int disableBottomEventFlagId, 
    int entityId)</pre></div></section>
<section class="instr unused">
<h3 id="InitializeWanderingDemon"><a href="#InitializeWanderingDemon" class="selfref"><code>InitializeWanderingDemon</code></a> <span class="sectioninfo">Instruction 2009[01]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo sectionunused">Unused</p>
<pre>InitializeWanderingDemon(
    int eventFlagId, 
    int entityId, 
    int appearenceEventFlagId)</pre></div></section>
<section class="instr unused">
<h3 id="RegisterWanderingDemon"><a href="#RegisterWanderingDemon" class="selfref"><code>RegisterWanderingDemon</code></a> <span class="sectioninfo">Instruction 2009[02]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo sectionunused">Unused</p>
<pre>RegisterWanderingDemon(
    int eventFlagId, 
    int entityId, 
    int entityId2)</pre></div></section>
<section class="instr">
<h3 id="RegisterBonfire"><a href="#RegisterBonfire" class="selfref"><code>RegisterBonfire</code></a> <span class="sectioninfo">Instruction 2009[03]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in all but common</p>
<pre>RegisterBonfire(
    int eventFlagId, 
    int entityId, 
    float reactionDistance, 
    float reactionAngle, 
    int setStandardKindlingLevel)</pre></div></section>
<section class="instr unused">
<h3 id="ActivateMultiplayerdependantBuffs"><a href="#ActivateMultiplayerdependantBuffs" class="selfref"><code>ActivateMultiplayerdependantBuffs</code></a> <span class="sectioninfo">Instruction 2009[04]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo sectionunused">Unused</p>
<pre>ActivateMultiplayerdependantBuffs(
    int entityId)</pre></div></section>
<section class="instr unused">
<h3 id="RegisterHealingFountain"><a href="#RegisterHealingFountain" class="selfref"><code>RegisterHealingFountain</code></a> <span class="sectioninfo">Instruction 2009[05]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo sectionunused">Unused</p>
<pre>RegisterHealingFountain(
    int eventFlagId, 
    int entityId, 
    float reactionDistance, 
    float reactionAngle, 
    int initialSwordNumber, 
    int swordLevel)</pre></div></section>
<section class="instr unused">
<h3 id="IssueBossRoomEntryNotification"><a href="#IssueBossRoomEntryNotification" class="selfref"><code>IssueBossRoomEntryNotification</code></a> <span class="sectioninfo">Instruction 2009[06]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo sectionunused">Unused</p>
<pre>IssueBossRoomEntryNotification(
    byte dummy)</pre></div></section>
<section class="instr unused">
<h3 id="SendInvadingPhantomsHome"><a href="#SendInvadingPhantomsHome" class="selfref"><code>SendInvadingPhantomsHome</code></a> <span class="sectioninfo">Instruction 2009[08]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo sectionunused">Unused</p>
<pre>SendInvadingPhantomsHome(
    int unknown)</pre></div></section>
<section class="instr unused">
<h3 id="SendAllPhantomsHomeAndUpdateServerPvpStats"><a href="#SendAllPhantomsHomeAndUpdateServerPvpStats" class="selfref"><code>SendAllPhantomsHomeAndUpdateServerPvpStats</code></a> <span class="sectioninfo">Instruction 2009[10]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo sectionunused">Unused</p>
<pre>SendAllPhantomsHomeAndUpdateServerPvpStats(
    int unknown)</pre></div></section>
<section class="instr unused">
<h3 id="SendAllPhantomsHome"><a href="#SendAllPhantomsHome" class="selfref"><code>SendAllPhantomsHome</code></a> <span class="sectioninfo">Instruction 2009[11]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo sectionunused">Unused</p>
<pre>SendAllPhantomsHome(
    int unknown)</pre></div></section>
<h2 id="2010_Sound"><a href="#2010_Sound" class="selfref">2010 - Sound</a></h2>
<section class="instr unused">
<h3 id="PlayBGM"><a href="#PlayBGM" class="selfref"><code>PlayBGM</code></a> <span class="sectioninfo">Instruction 2010[01]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo sectionunused">Unused</p>
<pre>PlayBGM(
    byte&lt;<a href="#ONOFF">ONOFF</a>&gt; shouldPlay, 
    ushort slotNumber, 
    int entityId, 
    int&lt;<a href="#SoundType">SoundType</a>&gt; soundType, 
    int soundId)</pre></div></section>
<section class="instr">
<h3 id="PlaySE"><a href="#PlaySE" class="selfref"><code>PlaySE</code></a> <span class="sectioninfo">Instruction 2010[02]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in m11_00_00_00, m17_00_00_00, m20_00_00_00, m25_00_00_00</p>
<pre>PlaySE(
    int entityId, 
    int&lt;<a href="#SoundType">SoundType</a>&gt; soundType, 
    int soundId)</pre></div></section>
<section class="instr">
<h3 id="SetMapSoundState"><a href="#SetMapSoundState" class="selfref"><code>SetMapSoundState</code></a> <span class="sectioninfo">Instruction 2010[03]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common_func, m11_01_00_00, m11_02_00_00, m20_00_00_00, m25_00_00_00</p>
<pre>SetMapSoundState(
    int entityId, 
    byte&lt;<a href="#DisabledEnabled">DisabledEnabled</a>&gt; enableDisable)</pre></div></section>
<section class="instr unused">
<h3 id="EnableBossMapSound"><a href="#EnableBossMapSound" class="selfref"><code>EnableBossMapSound</code></a> <span class="sectioninfo">Instruction 2010[04]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo sectionunused">Unused</p>
<pre>EnableBossMapSound(
    int entityId, 
    byte&lt;<a href="#DisabledEnabled">DisabledEnabled</a>&gt; enableDisable)</pre></div></section>
<section class="instr unused">
<h3 id="NotifySoundDampeningOfDoorEvent"><a href="#NotifySoundDampeningOfDoorEvent" class="selfref"><code>NotifySoundDampeningOfDoorEvent</code></a> <span class="sectioninfo">Instruction 2010[05]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo sectionunused">Unused</p>
<pre>NotifySoundDampeningOfDoorEvent(
    int entityId, 
    int&lt;<a href="#DoorState">DoorState</a>&gt; doorState)</pre></div></section>
<section class="instr">
<h3 id="EnableMapSoundWithFade"><a href="#EnableMapSoundWithFade" class="selfref"><code>EnableMapSoundWithFade</code></a> <span class="sectioninfo">Instruction 2010[06]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in m11_01_00_00</p>
<pre>EnableMapSoundWithFade(
    int entityId, 
    byte&lt;<a href="#DisabledEnabled">DisabledEnabled</a>&gt; enableDisable, 
    float fadeTime)</pre></div></section>
<section class="instr unused">
<h3 id="Unknown201007"><a href="#Unknown201007" class="selfref"><code>Unknown201007</code></a> <span class="sectioninfo">Instruction 2010[07]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo sectionunused">Unused</p>
<pre>Unknown201007(
    int entityId)</pre></div></section>
<section class="instr">
<h3 id="SetMapSoundStateUnknown"><a href="#SetMapSoundStateUnknown" class="selfref"><code>SetMapSoundStateUnknown</code></a> <span class="sectioninfo">Instruction 2010[08]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common, common_func, m20_00_00_00, m25_00_00_00</p>
<pre>SetMapSoundStateUnknown(
    int areaEntityId, 
    bool unknown, 
    bool unknown)</pre></div></section>
<section class="instr">
<h3 id="SetMapSoundFadeOutTime"><a href="#SetMapSoundFadeOutTime" class="selfref"><code>SetMapSoundFadeOutTime</code></a> <span class="sectioninfo">Instruction 2010[09]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common</p>
<pre>SetMapSoundFadeOutTime(
    float timeS)</pre></div></section>
<h2 id="2011_Hit"><a href="#2011_Hit" class="selfref">2011 - Hit</a></h2>
<section class="instr">
<h3 id="ActivateHit"><a href="#ActivateHit" class="selfref"><code>ActivateHit</code></a> <span class="sectioninfo">Instruction 2011[01]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in all but m13_00_00_00 and m25_00_00_00</p>
<pre>ActivateHit(
    int hitEntityId, 
    byte&lt;<a href="#DisabledEnabled">DisabledEnabled</a>&gt; state)</pre></div></section>
<section class="instr">
<h3 id="ActivateHitBackreadMask"><a href="#ActivateHitBackreadMask" class="selfref"><code>ActivateHitBackreadMask</code></a> <span class="sectioninfo">Instruction 2011[02]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in m11_02_00_00</p>
<pre>ActivateHitBackreadMask(
    int hitEntityId, 
    byte&lt;<a href="#DisabledEnabled">DisabledEnabled</a>&gt; state)</pre></div></section>
<section class="instr">
<h3 id="ActivateHitres"><a href="#ActivateHitres" class="selfref"><code>ActivateHitres</code></a> <span class="sectioninfo">Instruction 2011[03]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in m11_02_00_00</p>
<pre>ActivateHitres(
    int hitEntityId, 
    byte&lt;<a href="#DisabledEnabled">DisabledEnabled</a>&gt; state)</pre></div></section>
<section class="instr">
<h3 id="ActivateHitAndCreateNavimesh"><a href="#ActivateHitAndCreateNavimesh" class="selfref"><code>ActivateHitAndCreateNavimesh</code></a> <span class="sectioninfo">Instruction 2011[04]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common_func, m11_01_00_00, m11_02_00_00, m15_00_00_00</p>
<pre>ActivateHitAndCreateNavimesh(
    int hitEntityId, 
    byte&lt;<a href="#DisabledEnabled">DisabledEnabled</a>&gt; state)</pre></div></section>
<section class="instr">
<h3 id="ActivateWallHug"><a href="#ActivateWallHug" class="selfref"><code>ActivateWallHug</code></a> <span class="sectioninfo">Instruction 2011[05]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common_func</p>
<pre>ActivateWallHug(
    int hitEntityId, 
    sbyte unknown, 
    int unknown, 
    int unknown, 
    int hitEntityId, 
    sbyte unknown, 
    int unknown, 
    int unknown, 
    sbyte&lt;<a href="#DisabledEnabled">DisabledEnabled</a>&gt; desiredState)</pre></div></section>
<h2 id="2012_Map"><a href="#2012_Map" class="selfref">2012 - Map</a></h2>
<section class="instr">
<h3 id="ActivateMapPart"><a href="#ActivateMapPart" class="selfref"><code>ActivateMapPart</code></a> <span class="sectioninfo">Instruction 2012[01]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common, common_func, m11_01_00_00, m11_02_00_00, m15_00_00_00, m20_00_00_00, m25_00_00_00</p>
<pre>ActivateMapPart(
    int mapPartEntityId, 
    byte&lt;<a href="#DisabledEnabled">DisabledEnabled</a>&gt; state)</pre></div></section>
<section class="instr">
<h3 id="SetAreaWelcomeMessageState"><a href="#SetAreaWelcomeMessageState" class="selfref"><code>SetAreaWelcomeMessageState</code></a> <span class="sectioninfo">Instruction 2012[08]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in m11_00_00_00, m11_02_00_00</p>
<pre>SetAreaWelcomeMessageState(
    byte&lt;<a href="#DisabledEnabled">DisabledEnabled</a>&gt; state)</pre></div></section>
<h2 id="2013_PlayLog"><a href="#2013_PlayLog" class="selfref">2013 - PlayLog</a></h2>
<section class="instr unused">
<h3 id="CreatePlaylog"><a href="#CreatePlaylog" class="selfref"><code>CreatePlaylog</code></a> <span class="sectioninfo">Instruction 2013[01]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo sectionunused">Unused</p>
<pre>CreatePlaylog(
    uint playlogName)</pre></div></section>
<section class="instr unused">
<h3 id="StartTimeMeasurement"><a href="#StartTimeMeasurement" class="selfref"><code>StartTimeMeasurement</code></a> <span class="sectioninfo">Instruction 2013[02]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo sectionunused">Unused</p>
<pre>StartTimeMeasurement(
    uint measurementId, 
    uint playlogName, 
    byte&lt;<a href="#DisabledEnabled">DisabledEnabled</a>&gt; overwrite)</pre></div></section>
<section class="instr unused">
<h3 id="EndTimeMeasurement"><a href="#EndTimeMeasurement" class="selfref"><code>EndTimeMeasurement</code></a> <span class="sectioninfo">Instruction 2013[03]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo sectionunused">Unused</p>
<pre>EndTimeMeasurement(
    uint measurementId)</pre></div></section>
<section class="instr unused">
<h3 id="ParameterOutput"><a href="#ParameterOutput" class="selfref"><code>ParameterOutput</code></a> <span class="sectioninfo">Instruction 2013[04]</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo sectionunused">Unused</p>
<pre>ParameterOutput(
    byte&lt;<a href="#PlayerPlayLogParameter">PlayerPlayLogParameter</a>&gt; category, 
    uint playlogName, 
    byte&lt;<a href="#PlayLogMultiplayerType">PlayLogMultiplayerType</a>&gt; outputMultiplayerStatus)</pre></div></section>
</div><div class="bigsection condition_functions"><h1 id="Condition_Functions"><a href="#Condition_Functions" class="selfref">Condition Functions</a></h1>
<section class="cond">
<h3 id="Compare"><a href="#Compare" class="selfref"><code>Compare</code></a> <span class="sectioninfo">Condition function</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common, common_func, m10_00_00_00, m11_00_00_00, m11_01_00_00, m15_00_00_00, m17_00_00_00, m25_00_00_00</p>
<pre>Compare(
    sbyte&lt;<a href="#ComparisonType">ComparisonType</a>&gt; comparisonType, 
    int lefthandSide, 
    int righthandSide)</pre><p class="liststart">Simpler version:</p><ul class="condlist">
<li><code>== != &gt; &lt; &gt;= &lt;=</code>
<br/><span class="conddetails">Comparing <code>leftHandSide</code> and <code>rightHandSize</code></span>
</ul>
</div></section>
<section class="cond">
<h3 id="ElapsedSeconds"><a href="#ElapsedSeconds" class="selfref"><code>ElapsedSeconds</code></a> <span class="sectioninfo">Condition function</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in all but m13_00_00_00</p>
<pre>ElapsedSeconds(
    float targetNumberOfSeconds)</pre></div></section>
<section class="cond">
<h3 id="ElapsedFrames"><a href="#ElapsedFrames" class="selfref"><code>ElapsedFrames</code></a> <span class="sectioninfo">Condition function</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common_func, m10_00_00_00</p>
<pre>ElapsedFrames(
    int targetNumberOfFrames)</pre></div></section>
<section class="cond unused">
<h3 id="RandomElapsedSeconds"><a href="#RandomElapsedSeconds" class="selfref"><code>RandomElapsedSeconds</code></a> <span class="sectioninfo">Condition function</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo sectionunused">Unused</p>
<pre>RandomElapsedSeconds(
    float targetSecondsMin, 
    float targetSecondsMax)</pre></div></section>
<section class="cond unused">
<h3 id="RandomElapsedFrames"><a href="#RandomElapsedFrames" class="selfref"><code>RandomElapsedFrames</code></a> <span class="sectioninfo">Condition function</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo sectionunused">Unused</p>
<pre>RandomElapsedFrames(
    int targetFramesMin, 
    int targetFramesMax)</pre></div></section>
<section class="cond">
<h3 id="EventFlag"><a href="#EventFlag" class="selfref"><code>EventFlag</code></a> <span class="sectioninfo">Condition function</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in all</p>
<pre>EventFlagState(
    byte&lt;<a href="#ONOFFCHANGE">ONOFFCHANGE</a>&gt; desiredFlagState, 
    byte&lt;<a href="#TargetEventFlagType">TargetEventFlagType</a>&gt; targetEventFlagType, 
    int targetEventFlagId)</pre><p class="liststart">Simpler versions:</p><ul class="condlist">
<li><code>EventFlag(int targetEventFlagId)</code>
<br/><span class="conddetails">Where <code><code>targetEventFlagType = TargetEventFlagType.EventFlag</code> and <code>desiredFlagState = ON or OFF</code></code></span></li>
<li><code>ThisEvent()</code>
<br/><span class="conddetails">Where <code><code>targetEventFlagType = TargetEventFlagType.EventID</code> and <code>targetEventFlagId = 0</code> and <code>desiredFlagState = ON or OFF</code></code></span></li>
<li><code>ThisEventSlot()</code>
<br/><span class="conddetails">Where <code><code>targetEventFlagType = TargetEventFlagType.EventIDSlotNumber</code> and <code>targetEventFlagId = 0</code> and <code>desiredFlagState = ON or OFF</code></code></span></li>
</ul>
</div></section>
<section class="cond">
<h3 id="AllBatchEventFlags"><a href="#AllBatchEventFlags" class="selfref"><code>AllBatchEventFlags</code></a> <span class="sectioninfo">Condition function</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in all but m17_00_00_00</p>
<pre>BatchEventFlagsState(
    byte&lt;<a href="#LogicalOperationType">LogicalOperationType</a>&gt; desiredFlagState, 
    byte&lt;<a href="#TargetEventFlagType">TargetEventFlagType</a>&gt; targetEventFlagType, 
    int startingTargetEventFlagId, 
    int endingTargetEventFlagId)</pre><p class="liststart">Simpler versions:</p><ul class="condlist">
<li><code>AllBatchEventFlags(int startingTargetEventFlagId, int endingTargetEventFlagId)</code>
<br/><span class="conddetails">Where <code><code>targetEventFlagType = TargetEventFlagType.EventFlag</code> and <code>desiredFlagState = LogicalOperationType.AllON or LogicalOperationType.NotAllON</code></code></span></li>
<li><code>AnyBatchEventFlags(int startingTargetEventFlagId, int endingTargetEventFlagId)</code>
<br/><span class="conddetails">Where <code><code>targetEventFlagType = TargetEventFlagType.EventFlag</code> and <code>desiredFlagState = LogicalOperationType.NotAllOFF or LogicalOperationType.AllOFF</code></code></span></li>
</ul>
</div></section>
<section class="cond">
<h3 id="InArea"><a href="#InArea" class="selfref"><code>InArea</code></a> <span class="sectioninfo">Condition function</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in all</p>
<pre>InOutsideArea(
    byte&lt;<a href="#InsideOutsideState">InsideOutsideState</a>&gt; desiredState, 
    int targetEntityId, 
    int areaEntityId<span class="optarg">, 
    int numberOfTargetCharacters = 1</span>)</pre><p class="liststart">Simpler version:</p><ul class="condlist">
<li><code>InArea(int targetEntityId, int areaEntityId<span class="optarg">, int numberOfTargetCharacters</span>)</code>
<br/><span class="conddetails">Where <code><code>desiredState = InsideOutsideState.Inside or InsideOutsideState.Outside</code></code></span></li>
</ul>
</div></section>
<section class="cond">
<h3 id="EntityInRadiusOfEntity"><a href="#EntityInRadiusOfEntity" class="selfref"><code>EntityInRadiusOfEntity</code></a> <span class="sectioninfo">Condition function</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in all</p>
<pre>EntityInOutsideRadiusOfEntity(
    byte&lt;<a href="#InsideOutsideState">InsideOutsideState</a>&gt; desiredState, 
    int targetEntityAId, 
    int targetEntityBId, 
    float targetDistance, 
    int minimumNumberOfTargets)</pre><p class="liststart">Simpler version:</p><ul class="condlist">
<li><code>EntityInRadiusOfEntity(int targetEntityAId, int targetEntityBId, float targetDistance, int minimumNumberOfTargets)</code>
<br/><span class="conddetails">Where <code><code>desiredState = InsideOutsideState.Inside or InsideOutsideState.Outside</code></code></span></li>
</ul>
</div></section>
<section class="cond">
<h3 id="PlayerHasItem"><a href="#PlayerHasItem" class="selfref"><code>PlayerHasItem</code></a> <span class="sectioninfo">Condition function</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common, common_func, m10_00_00_00, m11_00_00_00, m11_02_00_00, m17_00_00_00</p>
<pre>PlayerHasDoesntHaveItem(
    byte&lt;<a href="#ItemType">ItemType</a>&gt; itemType, 
    int itemId, 
    byte&lt;<a href="#OwnershipState">OwnershipState</a>&gt; desiredPossessionState)</pre><p class="liststart">Simpler version:</p><ul class="condlist">
<li><code>PlayerHasItem(byte&lt;<a href="#ItemType">ItemType</a>&gt; itemType, int itemId)</code>
<br/><span class="conddetails">Where <code><code>desiredPossessionState = OwnershipState.Owns or OwnershipState.DoesntOwn</code></code></span></li>
</ul>
</div></section>
<section class="cond unused">
<h3 id="ActionButton"><a href="#ActionButton" class="selfref"><code>ActionButton</code></a> <span class="sectioninfo">Condition function</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo sectionunused">Unused</p>
<pre>ActionButton(
    int&lt;<a href="#TargetEntityType">TargetEntityType</a>&gt; targetEntityType, 
    int targetEntityId, 
    float reactionAngleDeg, 
    short dummypolyId, 
    float reactionDistance, 
    int helpMessageId, 
    byte&lt;<a href="#ReactionType">ReactionType</a>&gt; reactionType, 
    int padId)</pre></div></section>
<section class="cond unused">
<h3 id="HasMultiplayerState"><a href="#HasMultiplayerState" class="selfref"><code>HasMultiplayerState</code></a> <span class="sectioninfo">Condition function</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo sectionunused">Unused</p>
<pre>HasMultiplayerState(
    sbyte&lt;<a href="#MultiplayerState">MultiplayerState</a>&gt; desiredMultiplayerState)</pre></div></section>
<section class="cond unused">
<h3 id="AllPlayersInArea"><a href="#AllPlayersInArea" class="selfref"><code>AllPlayersInArea</code></a> <span class="sectioninfo">Condition function</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo sectionunused">Unused</p>
<pre>AllPlayersInOutsideArea(
    byte&lt;<a href="#InsideOutsideState">InsideOutsideState</a>&gt; desiredState, 
    int areaEntityId)</pre><p class="liststart">Simpler version:</p><ul class="condlist">
<li><code>AllPlayersInArea(int areaEntityId)</code>
<br/><span class="conddetails">Where <code><code>desiredState = InsideOutsideState.Inside or InsideOutsideState.Outside</code></code></span></li>
</ul>
</div></section>
<section class="cond">
<h3 id="PlayerInMap"><a href="#PlayerInMap" class="selfref"><code>PlayerInMap</code></a> <span class="sectioninfo">Condition function</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common, common_func, m11_00_00_00, m11_01_00_00, m11_02_00_00, m13_00_00_00, m17_00_00_00</p>
<pre>PlayerInOutMap(
    bool shouldPlayerBeInside, 
    byte areaId, 
    byte blockId)</pre><p class="liststart">Simpler version:</p><ul class="condlist">
<li><code>PlayerInMap(byte areaId, byte blockId)</code>
<br/><span class="conddetails">Where <code>shouldPlayerBeInside = true or false</code></span></li>
</ul>
</div></section>
<section class="cond unused">
<h3 id="NumberOfCoopClients"><a href="#NumberOfCoopClients" class="selfref"><code>NumberOfCoopClients</code></a> <span class="sectioninfo">Condition function</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo sectionunused">Unused</p>
<pre>CompareNumberOfCoopClients(
    byte&lt;<a href="#ComparisonType">ComparisonType</a>&gt; comparisonType, 
    byte targetNumberOfClients)</pre><p class="liststart">Simpler version:</p><ul class="condlist">
<li><code>NumberOfCoopClients() <span class="condcomp">== value</span></code>
<br/><span class="conddetails">Comparing <code>targetNumberOfClients</code> (<code>== != &gt; &lt; &gt;= &lt;=</code>)</span></li>
</ul>
</div></section>
<section class="cond">
<h3 id="NumberOfClientsOfType"><a href="#NumberOfClientsOfType" class="selfref"><code>NumberOfClientsOfType</code></a> <span class="sectioninfo">Condition function</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common_func</p>
<pre>CompareNumberOfClientsOfType(
    byte&lt;<a href="#ClientType">ClientType</a>&gt; clientType, 
    byte&lt;<a href="#ComparisonType">ComparisonType</a>&gt; comparisonType, 
    byte targetNumberOfClients)</pre><p class="liststart">Simpler version:</p><ul class="condlist">
<li><code>NumberOfClientsOfType(byte&lt;<a href="#ClientType">ClientType</a>&gt; clientType) <span class="condcomp">== value</span></code>
<br/><span class="conddetails">Comparing <code>targetNumberOfClients</code> (<code>== != &gt; &lt; &gt;= &lt;=</code>)</span></li>
</ul>
</div></section>
<section class="cond unused">
<h3 id="MultiplayerEvent"><a href="#MultiplayerEvent" class="selfref"><code>MultiplayerEvent</code></a> <span class="sectioninfo">Condition function</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo sectionunused">Unused</p>
<pre>MultiplayerEvent(
    uint multiplayerEventId)</pre></div></section>
<section class="cond">
<h3 id="CountEventFlags"><a href="#CountEventFlags" class="selfref"><code>CountEventFlags</code></a> <span class="sectioninfo">Condition function</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common, common_func, m11_00_00_00, m11_01_00_00, m20_00_00_00</p>
<pre>CompareCountEventFlags(
    byte&lt;<a href="#TargetEventFlagType">TargetEventFlagType</a>&gt; targetEventFlagType, 
    int startingTargetEventFlagId, 
    int endingTargetEventFlagId, 
    sbyte&lt;<a href="#ComparisonType">ComparisonType</a>&gt; comparisonType, 
    int countThreshold)</pre><p class="liststart">Simpler version:</p><ul class="condlist">
<li><code>CountEventFlags(byte&lt;<a href="#TargetEventFlagType">TargetEventFlagType</a>&gt; targetEventFlagType, int startingTargetEventFlagId, int endingTargetEventFlagId) <span class="condcomp">== value</span></code>
<br/><span class="conddetails">Comparing <code>countThreshold</code> (<code>== != &gt; &lt; &gt;= &lt;=</code>)</span></li>
</ul>
</div></section>
<section class="cond unused">
<h3 id="WorldTendency"><a href="#WorldTendency" class="selfref"><code>WorldTendency</code></a> <span class="sectioninfo">Condition function</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo sectionunused">Unused</p>
<pre>CompareWorldTendency(
    byte&lt;<a href="#TendencyType">TendencyType</a>&gt; tendencyType, 
    byte&lt;<a href="#ComparisonType">ComparisonType</a>&gt; comparisonType, 
    byte tendencyThreshold)</pre><p class="liststart">Simpler version:</p><ul class="condlist">
<li><code>WorldTendency(byte&lt;<a href="#TendencyType">TendencyType</a>&gt; tendencyType) <span class="condcomp">== value</span></code>
<br/><span class="conddetails">Comparing <code>tendencyThreshold</code> (<code>== != &gt; &lt; &gt;= &lt;=</code>)</span></li>
</ul>
</div></section>
<section class="cond">
<h3 id="EventValue"><a href="#EventValue" class="selfref"><code>EventValue</code></a> <span class="sectioninfo">Condition function</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common, m15_00_00_00, m25_00_00_00</p>
<pre>CompareEventValue(
    int baseEventFlagId, 
    byte numberOfUsedFlagBits, 
    byte&lt;<a href="#ComparisonType">ComparisonType</a>&gt; comparisonType, 
    uint thresholdValue)</pre><p class="liststart">Simpler version:</p><ul class="condlist">
<li><code>EventValue(int baseEventFlagId, byte numberOfUsedFlagBits) <span class="condcomp">== value</span></code>
<br/><span class="conddetails">Comparing <code>thresholdValue</code> (<code>== != &gt; &lt; &gt;= &lt;=</code>)</span></li>
</ul>
</div></section>
<section class="cond unused">
<h3 id="ActionButtonBossFog"><a href="#ActionButtonBossFog" class="selfref"><code>ActionButtonBossFog</code></a> <span class="sectioninfo">Condition function</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo sectionunused">Unused</p>
<pre>ActionButtonBossFog(
    int&lt;<a href="#TargetEntityType">TargetEntityType</a>&gt; targetEntityType, 
    int targetEntityId, 
    float reactionAngleDeg, 
    short dummypolyId, 
    float reactionDistance, 
    int helpMessageId, 
    byte&lt;<a href="#ReactionType">ReactionType</a>&gt; reactionType, 
    int padId)</pre></div></section>
<section class="cond unused">
<h3 id="DroppedItemsInArea"><a href="#DroppedItemsInArea" class="selfref"><code>DroppedItemsInArea</code></a> <span class="sectioninfo">Condition function</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo sectionunused">Unused</p>
<pre>DroppedItemsInArea(
    int areaEntityId)</pre></div></section>
<section class="cond unused">
<h3 id="DroppedItem"><a href="#DroppedItem" class="selfref"><code>DroppedItem</code></a> <span class="sectioninfo">Condition function</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo sectionunused">Unused</p>
<pre>DroppedItem(
    int&lt;<a href="#ItemType">ItemType</a>&gt; itemType, 
    int itemId)</pre></div></section>
<section class="cond unused">
<h3 id="PlayerHasItemIncludingBBox"><a href="#PlayerHasItemIncludingBBox" class="selfref"><code>PlayerHasItemIncludingBBox</code></a> <span class="sectioninfo">Condition function</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo sectionunused">Unused</p>
<pre>PlayerHasDoesntHaveItemIncludingBBox(
    byte&lt;<a href="#ItemType">ItemType</a>&gt; itemType, 
    int itemId, 
    byte&lt;<a href="#OwnershipState">OwnershipState</a>&gt; desiredPossessionState)</pre><p class="liststart">Simpler version:</p><ul class="condlist">
<li><code>PlayerHasItemIncludingBBox(byte&lt;<a href="#ItemType">ItemType</a>&gt; itemType, int itemId)</code>
<br/><span class="conddetails">Where <code><code>desiredPossessionState = OwnershipState.Owns or OwnershipState.DoesntOwn</code></code></span></li>
</ul>
</div></section>
<section class="cond">
<h3 id="GameCycle"><a href="#GameCycle" class="selfref"><code>GameCycle</code></a> <span class="sectioninfo">Condition function</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common, common_func</p>
<pre>CompareGameCycle(
    byte&lt;<a href="#ComparisonType">ComparisonType</a>&gt; comparisonType, 
    byte completedGameCyclesThreshold)</pre><p class="liststart">Simpler version:</p><ul class="condlist">
<li><code>GameCycle() <span class="condcomp">== value</span></code>
<br/><span class="conddetails">Comparing <code>completedGameCyclesThreshold</code> (<code>== != &gt; &lt; &gt;= &lt;=</code>)</span></li>
</ul>
</div></section>
<section class="cond unused">
<h3 id="ActionButtonLineSegment"><a href="#ActionButtonLineSegment" class="selfref"><code>ActionButtonLineSegment</code></a> <span class="sectioninfo">Condition function</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo sectionunused">Unused</p>
<pre>ActionButtonLineSegment(
    int&lt;<a href="#TargetEntityType">TargetEntityType</a>&gt; targetEntityType, 
    int targetEntityId, 
    float reactionAngleDeg, 
    short dummypolyId, 
    float reactionDistance, 
    int helpMessageId, 
    byte&lt;<a href="#ReactionType">ReactionType</a>&gt; reactionType, 
    int padId, 
    int lineSegmentDefinedByEntityId)</pre></div></section>
<section class="cond unused">
<h3 id="ActionButtonLineSegmentBossRoom"><a href="#ActionButtonLineSegmentBossRoom" class="selfref"><code>ActionButtonLineSegmentBossRoom</code></a> <span class="sectioninfo">Condition function</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo sectionunused">Unused</p>
<pre>ActionButtonLineSegmentBossRoom(
    int&lt;<a href="#TargetEntityType">TargetEntityType</a>&gt; targetEntityType, 
    int targetEntityId, 
    float reactionAngleDeg, 
    short dummypolyId, 
    float reactionDistance, 
    int helpMessageId, 
    byte&lt;<a href="#ReactionType">ReactionType</a>&gt; reactionType, 
    int padId, 
    int lineSegmentDefinedByEntityId)</pre></div></section>
<section class="cond">
<h3 id="CompareEventValues"><a href="#CompareEventValues" class="selfref"><code>CompareEventValues</code></a> <span class="sectioninfo">Condition function</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common</p>
<pre>CompareEventValues(
    int leftsideBaseEventFlagId, 
    byte leftsideNumberOfUsedFlagBits, 
    byte&lt;<a href="#ComparisonType">ComparisonType</a>&gt; comparisonType, 
    int rightsideBaseEventFlagId, 
    byte rightsideNumberOfUsedFlagBits)</pre></div></section>
<section class="cond unused">
<h3 id="OwnsDLC"><a href="#OwnsDLC" class="selfref"><code>OwnsDLC</code></a> <span class="sectioninfo">Condition function</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo sectionunused">Unused</p>
<pre>OwnsDLCState(
    bool ownsDlc)</pre><p class="liststart">Simpler version:</p><ul class="condlist">
<li><code>OwnsDLC()</code>
<br/><span class="conddetails">Where <code>ownsDlc = true or false</code></span></li>
</ul>
</div></section>
<section class="cond unused">
<h3 id="IsOnline"><a href="#IsOnline" class="selfref"><code>IsOnline</code></a> <span class="sectioninfo">Condition function</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo sectionunused">Unused</p>
<pre>OnlineModeState(
    bool onlineMode)</pre><p class="liststart">Simpler version:</p><ul class="condlist">
<li><code>IsOnline()</code>
<br/><span class="conddetails">Where <code>onlineMode = true or false</code></span></li>
</ul>
</div></section>
<section class="cond">
<h3 id="HasDamageType"><a href="#HasDamageType" class="selfref"><code>HasDamageType</code></a> <span class="sectioninfo">Condition function</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in all but common</p>
<pre>HasDamageType(
    int targetEntityId, 
    int attackerEntityId, 
    byte&lt;<a href="#DamageType">DamageType</a>&gt; damageType)</pre></div></section>
<section class="cond">
<h3 id="ActionButtonInArea"><a href="#ActionButtonInArea" class="selfref"><code>ActionButtonInArea</code></a> <span class="sectioninfo">Condition function</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in all but common and m13_00_00_00</p>
<pre>ActionButtonInArea(
    int actionButtonParameterId, 
    int targetEntityId)</pre></div></section>
<section class="cond">
<h3 id="PlayerIsNotInOwnWorld"><a href="#PlayerIsNotInOwnWorld" class="selfref"><code>PlayerIsNotInOwnWorld</code></a> <span class="sectioninfo">Condition function</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common, common_func, m10_00_00_00, m11_00_00_00, m11_01_00_00, m13_00_00_00, m20_00_00_00</p>
<pre>PlayerIsNotInOwnWorldState(
    bool isNotIn)</pre><p class="liststart">Simpler version:</p><ul class="condlist">
<li><code>PlayerIsNotInOwnWorld()</code>
<br/><span class="conddetails">Where <code>isNotIn = true or false</code></span></li>
</ul>
</div></section>
<section class="cond unused">
<h3 id="MapCeremony"><a href="#MapCeremony" class="selfref"><code>MapCeremony</code></a> <span class="sectioninfo">Condition function</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo sectionunused">Unused</p>
<pre>MapCeremonyState(
    byte&lt;<a href="#DisabledEnabled">DisabledEnabled</a>&gt; desiredState, 
    byte areaId, 
    byte blockId, 
    ushort ceremonyId)</pre><p class="liststart">Simpler version:</p><ul class="condlist">
<li><code>MapCeremony(byte areaId, byte blockId, ushort ceremonyId)</code>
<br/><span class="conddetails">Where <code><code>desiredState = Enabled or Disabled</code></code></span></li>
</ul>
</div></section>
<section class="cond unused">
<h3 id="MultiplayerNetworkPenalized"><a href="#MultiplayerNetworkPenalized" class="selfref"><code>MultiplayerNetworkPenalized</code></a> <span class="sectioninfo">Condition function</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo sectionunused">Unused</p>
<pre>MultiplayerNetworkPenalized()</pre></div></section>
<section class="cond unused">
<h3 id="PlayerGender"><a href="#PlayerGender" class="selfref"><code>PlayerGender</code></a> <span class="sectioninfo">Condition function</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo sectionunused">Unused</p>
<pre>PlayerGender(
    byte&lt;<a href="#Gender">Gender</a>&gt; gender)</pre></div></section>
<section class="cond">
<h3 id="OngoingCutsceneFinished"><a href="#OngoingCutsceneFinished" class="selfref"><code>OngoingCutsceneFinished</code></a> <span class="sectioninfo">Condition function</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in m10_00_00_00, m11_00_00_00, m11_01_00_00, m11_02_00_00, m20_00_00_00, m25_00_00_00</p>
<pre>OngoingCutsceneFinished(
    int cutsceneId)</pre></div></section>
<section class="cond">
<h3 id="PlayerHasItemEquipped"><a href="#PlayerHasItemEquipped" class="selfref"><code>PlayerHasItemEquipped</code></a> <span class="sectioninfo">Condition function</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in m11_02_00_00</p>
<pre>PlayerHasItemEquippedState(
    byte&lt;<a href="#ItemType">ItemType</a>&gt; itemType, 
    int itemId, 
    bool hasEquipped)</pre><p class="liststart">Simpler version:</p><ul class="condlist">
<li><code>PlayerHasItemEquipped(byte&lt;<a href="#ItemType">ItemType</a>&gt; itemType, int itemId)</code>
<br/><span class="conddetails">Where <code>hasEquipped = true or false</code></span></li>
</ul>
</div></section>
<section class="cond unused">
<h3 id="SteamDisconnected"><a href="#SteamDisconnected" class="selfref"><code>SteamDisconnected</code></a> <span class="sectioninfo">Condition function</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo sectionunused">Unused</p>
<pre>SteamDisconnectedState(
    bool disconnected)</pre><p class="liststart">Simpler version:</p><ul class="condlist">
<li><code>SteamDisconnected()</code>
<br/><span class="conddetails">Where <code>disconnected = true or false</code></span></li>
</ul>
</div></section>
<section class="cond unused">
<h3 id="FriendlyPhantomCount"><a href="#FriendlyPhantomCount" class="selfref"><code>FriendlyPhantomCount</code></a> <span class="sectioninfo">Condition function</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo sectionunused">Unused</p>
<pre>CompareFriendlyPhantomCount(
    bool desiredComparisonState, 
    sbyte&lt;<a href="#ComparisonType">ComparisonType</a>&gt; comparisonType, 
    int targetCount)</pre><p class="liststart">Simpler version:</p><ul class="condlist">
<li><code>FriendlyPhantomCount(bool desiredComparisonState) <span class="condcomp">== value</span></code>
<br/><span class="conddetails">Comparing <code>targetCount</code> (<code>== != &gt; &lt; &gt;= &lt;=</code>)</span></li>
</ul>
</div></section>
<section class="cond">
<h3 id="CharacterDead"><a href="#CharacterDead" class="selfref"><code>CharacterDead</code></a> <span class="sectioninfo">Condition function</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in all but m13_00_00_00</p>
<pre>CharacterDeadAlive(
    int targetEntityId, 
    byte&lt;<a href="#DeathState">DeathState</a>&gt; desiredLifeState<span class="optarg">, 
    sbyte&lt;<a href="#ComparisonType">ComparisonType</a>&gt; comparisonType = ComparisonType.Equal, 
    float numberOfTargetCharacters = 1</span>)</pre><p class="liststart">Simpler version:</p><ul class="condlist">
<li><code>CharacterDead(int targetEntityId<span class="optarg">, sbyte&lt;<a href="#ComparisonType">ComparisonType</a>&gt; comparisonType, float numberOfTargetCharacters</span>)</code>
<br/><span class="conddetails">Where <code><code>desiredLifeState = DeathState.Dead or DeathState.Alive</code></code></span></li>
</ul>
</div></section>
<section class="cond">
<h3 id="CharacterDamagedBy"><a href="#CharacterDamagedBy" class="selfref"><code>CharacterDamagedBy</code></a> <span class="sectioninfo">Condition function</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common_func, m11_00_00_00, m13_00_00_00</p>
<pre>CharacterDamagedBy(
    int targetEntityId, 
    int attackerEntityId)</pre></div></section>
<section class="cond">
<h3 id="HPRatio"><a href="#HPRatio" class="selfref"><code>HPRatio</code></a> <span class="sectioninfo">Condition function</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in all but m11_01_00_00 and m17_00_00_00</p>
<pre>CompareHPRatio(
    int targetEntityId, 
    sbyte&lt;<a href="#ComparisonType">ComparisonType</a>&gt; comparisonType, 
    float targetHPRatio<span class="optarg">, 
    sbyte&lt;<a href="#ComparisonType">ComparisonType</a>&gt; comparisonType = ComparisonType.Equal, 
    float numberOfTargetCharacters = 1</span>)</pre><p class="liststart">Simpler version:</p><ul class="condlist">
<li><code>HPRatio(int targetEntityId<span class="optarg">, sbyte&lt;<a href="#ComparisonType">ComparisonType</a>&gt; comparisonType, float numberOfTargetCharacters</span>) <span class="condcomp">== value</span></code>
<br/><span class="conddetails">Comparing <code>targetHPRatio</code> (<code>== != &gt; &lt; &gt;= &lt;=</code>)</span></li>
</ul>
</div></section>
<section class="cond">
<h3 id="CharacterType"><a href="#CharacterType" class="selfref"><code>CharacterType</code></a> <span class="sectioninfo">Condition function</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common_func, m17_00_00_00, m20_00_00_00</p>
<pre>CharacterType(
    int targetEntityId, 
    sbyte&lt;<a href="#TargetType">TargetType</a>&gt; targetType<span class="optarg">, 
    sbyte&lt;<a href="#ComparisonType">ComparisonType</a>&gt; comparisonType = ComparisonType.Equal, 
    float numberOfTargetCharacters = 1</span>)</pre></div></section>
<section class="cond">
<h3 id="CharacterTargetedBy"><a href="#CharacterTargetedBy" class="selfref"><code>CharacterTargetedBy</code></a> <span class="sectioninfo">Condition function</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in m10_00_00_00</p>
<pre>CharacterTargetedByState(
    int aggressorEntityId, 
    int targetEntityId, 
    bool shouldHave<span class="optarg">, 
    sbyte&lt;<a href="#ComparisonType">ComparisonType</a>&gt; comparisonType = ComparisonType.Equal, 
    float numberOfTargetCharacters = 1</span>)</pre><p class="liststart">Simpler version:</p><ul class="condlist">
<li><code>CharacterTargetedBy(int aggressorEntityId, int targetEntityId<span class="optarg">, sbyte&lt;<a href="#ComparisonType">ComparisonType</a>&gt; comparisonType, float numberOfTargetCharacters</span>)</code>
<br/><span class="conddetails">Where <code>shouldHave = true or false</code></span></li>
</ul>
</div></section>
<section class="cond">
<h3 id="CharacterHasSpEffect"><a href="#CharacterHasSpEffect" class="selfref"><code>CharacterHasSpEffect</code></a> <span class="sectioninfo">Condition function</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in all</p>
<pre>CharacterHasSpEffectState(
    int targetEntityId, 
    int spEffectId, 
    bool shouldHave<span class="optarg">, 
    sbyte&lt;<a href="#ComparisonType">ComparisonType</a>&gt; comparisonType = ComparisonType.Equal, 
    float numberOfTargetCharacters = 1</span>)</pre><p class="liststart">Simpler version:</p><ul class="condlist">
<li><code>CharacterHasSpEffect(int targetEntityId, int spEffectId<span class="optarg">, sbyte&lt;<a href="#ComparisonType">ComparisonType</a>&gt; comparisonType, float numberOfTargetCharacters</span>)</code>
<br/><span class="conddetails">Where <code>shouldHave = true or false</code></span></li>
</ul>
</div></section>
<section class="cond">
<h3 id="NPCPartHP"><a href="#NPCPartHP" class="selfref"><code>NPCPartHP</code></a> <span class="sectioninfo">Condition function</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common_func, m17_00_00_00, m20_00_00_00</p>
<pre>CompareNPCPartHP(
    int targetEntityId, 
    int npcPartId, 
    int hpThreshold, 
    sbyte&lt;<a href="#ComparisonType">ComparisonType</a>&gt; comparisonType)</pre><p class="liststart">Simpler version:</p><ul class="condlist">
<li><code>NPCPartHP(int targetEntityId, int npcPartId) <span class="condcomp">== value</span></code>
<br/><span class="conddetails">Comparing <code>hpThreshold</code> (<code>== != &gt; &lt; &gt;= &lt;=</code>)</span></li>
</ul>
</div></section>
<section class="cond">
<h3 id="CharacterBackreadStatus"><a href="#CharacterBackreadStatus" class="selfref"><code>CharacterBackreadStatus</code></a> <span class="sectioninfo">Condition function</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in all</p>
<pre>CharacterBackreadStatusState(
    int targetEntityId, 
    bool isBackread<span class="optarg">, 
    sbyte&lt;<a href="#ComparisonType">ComparisonType</a>&gt; comparisonType = ComparisonType.Equal, 
    float numberOfTargetCharacters = 1</span>)</pre><p class="liststart">Simpler version:</p><ul class="condlist">
<li><code>CharacterBackreadStatus(int targetEntityId<span class="optarg">, sbyte&lt;<a href="#ComparisonType">ComparisonType</a>&gt; comparisonType, float numberOfTargetCharacters</span>)</code>
<br/><span class="conddetails">Where <code>isBackread = true or false</code></span></li>
</ul>
</div></section>
<section class="cond">
<h3 id="CharacterHasEventMessage"><a href="#CharacterHasEventMessage" class="selfref"><code>CharacterHasEventMessage</code></a> <span class="sectioninfo">Condition function</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in all but m13_00_00_00 and m20_00_00_00</p>
<pre>CharacterHasEventMessageState(
    int targetEntityId, 
    int targetEventMessageId, 
    bool shouldHave<span class="optarg">, 
    sbyte&lt;<a href="#ComparisonType">ComparisonType</a>&gt; comparisonType = ComparisonType.Equal, 
    float numberOfTargetCharacters = 1</span>)</pre><p class="liststart">Simpler version:</p><ul class="condlist">
<li><code>CharacterHasEventMessage(int targetEntityId, int targetEventMessageId<span class="optarg">, sbyte&lt;<a href="#ComparisonType">ComparisonType</a>&gt; comparisonType, float numberOfTargetCharacters</span>)</code>
<br/><span class="conddetails">Where <code>shouldHave = true or false</code></span></li>
</ul>
</div></section>
<section class="cond">
<h3 id="CharacterAIState"><a href="#CharacterAIState" class="selfref"><code>CharacterAIState</code></a> <span class="sectioninfo">Condition function</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in all</p>
<pre>CharacterAIState(
    int targetEntityId, 
    byte&lt;<a href="#AIStateType">AIStateType</a>&gt; aiState<span class="optarg">, 
    sbyte&lt;<a href="#ComparisonType">ComparisonType</a>&gt; comparisonType = ComparisonType.Equal, 
    float numberOfTargetCharacters = 1</span>)</pre></div></section>
<section class="cond unused">
<h3 id="PlayerUsingSkullLantern"><a href="#PlayerUsingSkullLantern" class="selfref"><code>PlayerUsingSkullLantern</code></a> <span class="sectioninfo">Condition function</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo sectionunused">Unused</p>
<pre>PlayerUsingSkullLanternState(
    bool usingSkullLantern)</pre><p class="liststart">Simpler version:</p><ul class="condlist">
<li><code>PlayerUsingSkullLantern()</code>
<br/><span class="conddetails">Where <code>usingSkullLantern = true or false</code></span></li>
</ul>
</div></section>
<section class="cond unused">
<h3 id="PlayersClass"><a href="#PlayersClass" class="selfref"><code>PlayersClass</code></a> <span class="sectioninfo">Condition function</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo sectionunused">Unused</p>
<pre>PlayersClass(
    byte&lt;<a href="#ClassType">ClassType</a>&gt; classNameType)</pre></div></section>
<section class="cond unused">
<h3 id="PlayersCovenant"><a href="#PlayersCovenant" class="selfref"><code>PlayersCovenant</code></a> <span class="sectioninfo">Condition function</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo sectionunused">Unused</p>
<pre>PlayersCovenant(
    byte covenantIndex)</pre></div></section>
<section class="cond unused">
<h3 id="PlayersSoulLevel"><a href="#PlayersSoulLevel" class="selfref"><code>PlayersSoulLevel</code></a> <span class="sectioninfo">Condition function</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo sectionunused">Unused</p>
<pre>ComparePlayersSoulLevel(
    byte&lt;<a href="#ComparisonType">ComparisonType</a>&gt; comparisonType, 
    uint targetSoulLevel)</pre><p class="liststart">Simpler version:</p><ul class="condlist">
<li><code>PlayersSoulLevel() <span class="condcomp">== value</span></code>
<br/><span class="conddetails">Comparing <code>targetSoulLevel</code> (<code>== != &gt; &lt; &gt;= &lt;=</code>)</span></li>
</ul>
</div></section>
<section class="cond">
<h3 id="CharacterHPValue"><a href="#CharacterHPValue" class="selfref"><code>CharacterHPValue</code></a> <span class="sectioninfo">Condition function</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in m10_00_00_00, m11_00_00_00, m11_01_00_00, m11_02_00_00, m15_00_00_00, m25_00_00_00</p>
<pre>CompareCharacterHPValue(
    int targetEntityId, 
    byte&lt;<a href="#ComparisonType">ComparisonType</a>&gt; comparisonType, 
    int targetHP<span class="optarg">, 
    sbyte&lt;<a href="#ComparisonType">ComparisonType</a>&gt; comparisonType = ComparisonType.Equal, 
    float numberOfTargetCharacters = 1</span>)</pre><p class="liststart">Simpler version:</p><ul class="condlist">
<li><code>CharacterHPValue(int targetEntityId<span class="optarg">, sbyte&lt;<a href="#ComparisonType">ComparisonType</a>&gt; comparisonType, float numberOfTargetCharacters</span>) <span class="condcomp">== value</span></code>
<br/><span class="conddetails">Comparing <code>targetHP</code> (<code>== != &gt; &lt; &gt;= &lt;=</code>)</span></li>
</ul>
</div></section>
<section class="cond">
<h3 id="CharacterInsideDrawGroup"><a href="#CharacterInsideDrawGroup" class="selfref"><code>CharacterInsideDrawGroup</code></a> <span class="sectioninfo">Condition function</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common_func, m10_00_00_00, m11_00_00_00, m11_01_00_00, m20_00_00_00</p>
<pre>CharacterDrawGroupState(
    int targetCharacterEntityId, 
    bool insideDrawgroup<span class="optarg">, 
    sbyte&lt;<a href="#ComparisonType">ComparisonType</a>&gt; comparisonType = ComparisonType.Equal, 
    float numberOfTargetCharacters = 1</span>)</pre><p class="liststart">Simpler version:</p><ul class="condlist">
<li><code>CharacterInsideDrawGroup(int targetCharacterEntityId<span class="optarg">, sbyte&lt;<a href="#ComparisonType">ComparisonType</a>&gt; comparisonType, float numberOfTargetCharacters</span>)</code>
<br/><span class="conddetails">Where <code>insideDrawgroup = true or false</code></span></li>
</ul>
</div></section>
<section class="cond">
<h3 id="HPRatioNew"><a href="#HPRatioNew" class="selfref"><code>HPRatioNew</code></a> <span class="sectioninfo">Condition function</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common_func, m11_01_00_00, m25_00_00_00</p>
<pre>CompareHPRatioNew(
    int characterEntityId, 
    sbyte&lt;<a href="#ComparisonType">ComparisonType</a>&gt; comparisonType, 
    float targetAmount<span class="optarg">, 
    sbyte&lt;<a href="#ComparisonType">ComparisonType</a>&gt; comparisonType = ComparisonType.Equal, 
    float numberOfTargetCharacters = 1</span>)</pre><p class="liststart">Simpler version:</p><ul class="condlist">
<li><code>HPRatioNew(int characterEntityId<span class="optarg">, sbyte&lt;<a href="#ComparisonType">ComparisonType</a>&gt; comparisonType, float numberOfTargetCharacters</span>) <span class="condcomp">== value</span></code>
<br/><span class="conddetails">Comparing <code>targetAmount</code> (<code>== != &gt; &lt; &gt;= &lt;=</code>)</span></li>
</ul>
</div></section>
<section class="cond">
<h3 id="CharacterHasEventMessageNew"><a href="#CharacterHasEventMessageNew" class="selfref"><code>CharacterHasEventMessageNew</code></a> <span class="sectioninfo">Condition function</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in m11_00_00_00, m11_01_00_00, m11_02_00_00</p>
<pre>CharacterHasEventMessageStateNew(
    int targetEntityId, 
    int targetEventMessageId, 
    bool shouldHave<span class="optarg">, 
    sbyte&lt;<a href="#ComparisonType">ComparisonType</a>&gt; comparisonType = ComparisonType.Equal, 
    float numberOfTargetCharacters = 1</span>)</pre><p class="liststart">Simpler version:</p><ul class="condlist">
<li><code>CharacterHasEventMessageNew(int targetEntityId, int targetEventMessageId<span class="optarg">, sbyte&lt;<a href="#ComparisonType">ComparisonType</a>&gt; comparisonType, float numberOfTargetCharacters</span>)</code>
<br/><span class="conddetails">Where <code>shouldHave = true or false</code></span></li>
</ul>
</div></section>
<section class="cond">
<h3 id="CharacterAIStateNew"><a href="#CharacterAIStateNew" class="selfref"><code>CharacterAIStateNew</code></a> <span class="sectioninfo">Condition function</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in m25_00_00_00</p>
<pre>CharacterAIStateNew(
    int targetEntityId, 
    sbyte&lt;<a href="#AIStateType">AIStateType</a>&gt; aiState<span class="optarg">, 
    sbyte&lt;<a href="#ComparisonType">ComparisonType</a>&gt; comparisonType = ComparisonType.Equal, 
    float numberOfTargetCharacters = 1</span>)</pre></div></section>
<section class="cond unused">
<h3 id="YoelLevelCount"><a href="#YoelLevelCount" class="selfref"><code>YoelLevelCount</code></a> <span class="sectioninfo">Condition function</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo sectionunused">Unused</p>
<pre>CompareYoelLevelCount(
    byte&lt;<a href="#ComparisonType">ComparisonType</a>&gt; comparisonType, 
    int targetLevelCount)</pre><p class="liststart">Simpler version:</p><ul class="condlist">
<li><code>YoelLevelCount() <span class="condcomp">== value</span></code>
<br/><span class="conddetails">Comparing <code>targetLevelCount</code> (<code>== != &gt; &lt; &gt;= &lt;=</code>)</span></li>
</ul>
</div></section>
<section class="cond unused">
<h3 id="CharacterInvadeType"><a href="#CharacterInvadeType" class="selfref"><code>CharacterInvadeType</code></a> <span class="sectioninfo">Condition function</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo sectionunused">Unused</p>
<pre>CharacterInvadeType(
    int targetEntityId, 
    byte invadeTypeUnknown<span class="optarg">, 
    sbyte&lt;<a href="#ComparisonType">ComparisonType</a>&gt; comparisonType = ComparisonType.Equal, 
    float numberOfTargetCharacters = 1</span>)</pre></div></section>
<section class="cond">
<h3 id="PlayerSen"><a href="#PlayerSen" class="selfref"><code>PlayerSen</code></a> <span class="sectioninfo">Condition function</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common</p>
<pre>ComparePlayerSen(
    sbyte&lt;<a href="#ComparisonType">ComparisonType</a>&gt; comparisonType, 
    uint targetAmount)</pre><p class="liststart">Simpler version:</p><ul class="condlist">
<li><code>PlayerSen() <span class="condcomp">== value</span></code>
<br/><span class="conddetails">Comparing <code>targetAmount</code> (<code>== != &gt; &lt; &gt;= &lt;=</code>)</span></li>
</ul>
</div></section>
<section class="cond">
<h3 id="PlayerSwimState"><a href="#PlayerSwimState" class="selfref"><code>PlayerSwimState</code></a> <span class="sectioninfo">Condition function</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common, common_func, m17_00_00_00</p>
<pre>PlayerSwimState(
    byte&lt;<a href="#SwimState">SwimState</a>&gt; swimState)</pre></div></section>
<section class="cond">
<h3 id="ActionBit"><a href="#ActionBit" class="selfref"><code>ActionBit</code></a> <span class="sectioninfo">Condition function</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common, m11_00_00_00</p>
<pre>ActionBitState(
    byte actionstartbit, 
    bool bitSet)</pre><p class="liststart">Simpler version:</p><ul class="condlist">
<li><code>ActionBit(byte actionstartbit)</code>
<br/><span class="conddetails">Where <code>bitSet = true or false</code></span></li>
</ul>
</div></section>
<section class="cond">
<h3 id="PlayerLockedOn"><a href="#PlayerLockedOn" class="selfref"><code>PlayerLockedOn</code></a> <span class="sectioninfo">Condition function</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in m11_00_00_00, m11_02_00_00</p>
<pre>PlayerLockedOnState(
    int targetEntityId, 
    bool lockedOn)</pre><p class="liststart">Simpler version:</p><ul class="condlist">
<li><code>PlayerLockedOn(int targetEntityId)</code>
<br/><span class="conddetails">Where <code>lockedOn = true or false</code></span></li>
</ul>
</div></section>
<section class="cond">
<h3 id="NumberOfCharacterHealthBars"><a href="#NumberOfCharacterHealthBars" class="selfref"><code>NumberOfCharacterHealthBars</code></a> <span class="sectioninfo">Condition function</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common_func, m10_00_00_00, m11_00_00_00, m11_01_00_00, m11_02_00_00, m15_00_00_00, m17_00_00_00, m25_00_00_00</p>
<pre>CompareNumberOfCharacterHealthBars(
    int targetEntityId, 
    sbyte&lt;<a href="#ComparisonType">ComparisonType</a>&gt; comparisonType, 
    uint targetNumberOfHealthBars<span class="optarg">, 
    sbyte&lt;<a href="#ComparisonType">ComparisonType</a>&gt; comparisonType = ComparisonType.Equal, 
    float numberOfTargetCharacters = 1</span>)</pre><p class="liststart">Simpler version:</p><ul class="condlist">
<li><code>NumberOfCharacterHealthBars(int targetEntityId<span class="optarg">, sbyte&lt;<a href="#ComparisonType">ComparisonType</a>&gt; comparisonType, float numberOfTargetCharacters</span>) <span class="condcomp">== value</span></code>
<br/><span class="conddetails">Comparing <code>targetNumberOfHealthBars</code> (<code>== != &gt; &lt; &gt;= &lt;=</code>)</span></li>
</ul>
</div></section>
<section class="cond">
<h3 id="NumberOfCharacterHealthBarsOther"><a href="#NumberOfCharacterHealthBarsOther" class="selfref"><code>NumberOfCharacterHealthBarsOther</code></a> <span class="sectioninfo">Condition function</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common_func, m11_01_00_00</p>
<pre>CompareNumberOfCharacterHealthBarsOther(
    int targetEntityId, 
    sbyte&lt;<a href="#ComparisonType">ComparisonType</a>&gt; comparisonType, 
    uint targetNumberOfHealthBars<span class="optarg">, 
    sbyte&lt;<a href="#ComparisonType">ComparisonType</a>&gt; comparisonType = ComparisonType.Equal, 
    float numberOfTargetCharacters = 1</span>)</pre><p class="liststart">Simpler version:</p><ul class="condlist">
<li><code>NumberOfCharacterHealthBarsOther(int targetEntityId<span class="optarg">, sbyte&lt;<a href="#ComparisonType">ComparisonType</a>&gt; comparisonType, float numberOfTargetCharacters</span>) <span class="condcomp">== value</span></code>
<br/><span class="conddetails">Comparing <code>targetNumberOfHealthBars</code> (<code>== != &gt; &lt; &gt;= &lt;=</code>)</span></li>
</ul>
</div></section>
<section class="cond">
<h3 id="CharacterPostureRatio"><a href="#CharacterPostureRatio" class="selfref"><code>CharacterPostureRatio</code></a> <span class="sectioninfo">Condition function</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in all but common</p>
<pre>CompareCharacterPostureRatio(
    int targetEntityId, 
    sbyte&lt;<a href="#ComparisonType">ComparisonType</a>&gt; comparisonType, 
    float targetPostureRatio<span class="optarg">, 
    sbyte&lt;<a href="#ComparisonType">ComparisonType</a>&gt; comparisonType = ComparisonType.Equal, 
    float numberOfTargetCharacters = 1</span>)</pre><p class="liststart">Simpler version:</p><ul class="condlist">
<li><code>CharacterPostureRatio(int targetEntityId<span class="optarg">, sbyte&lt;<a href="#ComparisonType">ComparisonType</a>&gt; comparisonType, float numberOfTargetCharacters</span>) <span class="condcomp">== value</span></code>
<br/><span class="conddetails">Comparing <code>targetPostureRatio</code> (<code>== != &gt; &lt; &gt;= &lt;=</code>)</span></li>
</ul>
</div></section>
<section class="cond">
<h3 id="CharacterInViewRange"><a href="#CharacterInViewRange" class="selfref"><code>CharacterInViewRange</code></a> <span class="sectioninfo">Condition function</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in m17_00_00_00</p>
<pre>CharacterInViewRangeState(
    int viewedEntityId, 
    int viewerEntityId, 
    int angleDegrees, 
    int minDistance, 
    int maxDistance, 
    byte&lt;<a href="#InsideOutsideState">InsideOutsideState</a>&gt; desiredState)</pre><p class="liststart">Simpler version:</p><ul class="condlist">
<li><code>CharacterInViewRange(int viewedEntityId, int viewerEntityId, int angleDegrees, int minDistance, int maxDistance)</code>
<br/><span class="conddetails">Where <code><code>desiredState = InsideOutsideState.Inside or InsideOutsideState.Outside</code></code></span></li>
</ul>
</div></section>
<section class="cond">
<h3 id="PlayerActionsEnabled"><a href="#PlayerActionsEnabled" class="selfref"><code>PlayerActionsEnabled</code></a> <span class="sectioninfo">Condition function</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in m11_00_00_00</p>
<pre>PlayerActionsEnabledState(
    byte&lt;<a href="#DisabledEnabled">DisabledEnabled</a>&gt; disabledEnabled)</pre><p class="liststart">Simpler version:</p><ul class="condlist">
<li><code>PlayerActionsEnabled()</code>
<br/><span class="conddetails">Where <code><code>disabledEnabled = Enabled or Disabled</code></code></span></li>
</ul>
</div></section>
<section class="cond">
<h3 id="EntityLoaded"><a href="#EntityLoaded" class="selfref"><code>EntityLoaded</code></a> <span class="sectioninfo">Condition function</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common_func, m10_00_00_00</p>
<pre>EntityLoadedState(
    int targetEntityId, 
    bool isLoaded<span class="optarg">, 
    sbyte&lt;<a href="#ComparisonType">ComparisonType</a>&gt; comparisonType = ComparisonType.Equal, 
    float numberOfTargetCharacters = 1</span>)</pre><p class="liststart">Simpler version:</p><ul class="condlist">
<li><code>EntityLoaded(int targetEntityId<span class="optarg">, sbyte&lt;<a href="#ComparisonType">ComparisonType</a>&gt; comparisonType, float numberOfTargetCharacters</span>)</code>
<br/><span class="conddetails">Where <code>isLoaded = true or false</code></span></li>
</ul>
</div></section>
<section class="cond">
<h3 id="ObjectDestroyed"><a href="#ObjectDestroyed" class="selfref"><code>ObjectDestroyed</code></a> <span class="sectioninfo">Condition function</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common_func, m10_00_00_00, m11_00_00_00, m25_00_00_00</p>
<pre>ObjectDestroyedState(
    byte&lt;<a href="#DestructionState">DestructionState</a>&gt; damageState, 
    int targetObjectEntityId<span class="optarg">, 
    sbyte&lt;<a href="#ComparisonType">ComparisonType</a>&gt; comparisonType = ComparisonType.Equal, 
    float numberOfTargetObjects = 1</span>)</pre><p class="liststart">Simpler version:</p><ul class="condlist">
<li><code>ObjectDestroyed(int targetObjectEntityId<span class="optarg">, sbyte&lt;<a href="#ComparisonType">ComparisonType</a>&gt; comparisonType, float numberOfTargetObjects</span>)</code>
<br/><span class="conddetails">Where <code><code>damageState = DestructionState.Destroyed or DestructionState.Undestroyed</code></code></span></li>
</ul>
</div></section>
<section class="cond unused">
<h3 id="ObjectHitBy"><a href="#ObjectHitBy" class="selfref"><code>ObjectHitBy</code></a> <span class="sectioninfo">Condition function</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo sectionunused">Unused</p>
<pre>ObjectHitBy(
    int targetEntityId, 
    int attackerEntityId)</pre></div></section>
<section class="cond">
<h3 id="ObjActEventFlag"><a href="#ObjActEventFlag" class="selfref"><code>ObjActEventFlag</code></a> <span class="sectioninfo">Condition function</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common_func, m10_00_00_00, m11_01_00_00, m20_00_00_00</p>
<pre>ObjActEventFlag(
    int objactEventFlag)</pre></div></section>
<section class="cond">
<h3 id="ObjectHP"><a href="#ObjectHP" class="selfref"><code>ObjectHP</code></a> <span class="sectioninfo">Condition function</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common_func, m10_00_00_00</p>
<pre>CompareObjectHP(
    int targetEntityId, 
    sbyte&lt;<a href="#ComparisonType">ComparisonType</a>&gt; comparisonType, 
    int hpThreshold<span class="optarg">, 
    sbyte&lt;<a href="#ComparisonType">ComparisonType</a>&gt; comparisonType = ComparisonType.Equal, 
    float numberOfTargetObjects = 1</span>)</pre><p class="liststart">Simpler version:</p><ul class="condlist">
<li><code>ObjectHP(int targetEntityId<span class="optarg">, sbyte&lt;<a href="#ComparisonType">ComparisonType</a>&gt; comparisonType, float numberOfTargetObjects</span>) <span class="condcomp">== value</span></code>
<br/><span class="conddetails">Comparing <code>hpThreshold</code> (<code>== != &gt; &lt; &gt;= &lt;=</code>)</span></li>
</ul>
</div></section>
<section class="cond unused">
<h3 id="ObjectBurnState"><a href="#ObjectBurnState" class="selfref"><code>ObjectBurnState</code></a> <span class="sectioninfo">Condition function</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo sectionunused">Unused</p>
<pre>CompareObjectBurnState(
    int targetEntityId, 
    byte&lt;<a href="#ComparisonType">ComparisonType</a>&gt; comparisonType, 
    byte burnStateUnknown<span class="optarg">, 
    sbyte&lt;<a href="#ComparisonType">ComparisonType</a>&gt; comparisonType = ComparisonType.Equal, 
    float numberOfTargetObjects = 1</span>)</pre><p class="liststart">Simpler version:</p><ul class="condlist">
<li><code>ObjectBurnState(int targetEntityId<span class="optarg">, sbyte&lt;<a href="#ComparisonType">ComparisonType</a>&gt; comparisonType, float numberOfTargetObjects</span>) <span class="condcomp">== value</span></code>
<br/><span class="conddetails">Comparing <code>burnStateUnknown</code> (<code>== != &gt; &lt; &gt;= &lt;=</code>)</span></li>
</ul>
</div></section>
<section class="cond">
<h3 id="ObjectBackread"><a href="#ObjectBackread" class="selfref"><code>ObjectBackread</code></a> <span class="sectioninfo">Condition function</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common_func, m11_01_00_00, m11_02_00_00, m25_00_00_00</p>
<pre>ObjectBackreadState(
    int targetEntityId, 
    bool isBackread<span class="optarg">, 
    sbyte&lt;<a href="#ComparisonType">ComparisonType</a>&gt; comparisonType = ComparisonType.Equal, 
    float numberOfTargetObjects = 1</span>)</pre><p class="liststart">Simpler version:</p><ul class="condlist">
<li><code>ObjectBackread(int targetEntityId<span class="optarg">, sbyte&lt;<a href="#ComparisonType">ComparisonType</a>&gt; comparisonType, float numberOfTargetObjects</span>)</code>
<br/><span class="conddetails">Where <code>isBackread = true or false</code></span></li>
</ul>
</div></section>
<section class="cond unused">
<h3 id="ObjectBackreadOther"><a href="#ObjectBackreadOther" class="selfref"><code>ObjectBackreadOther</code></a> <span class="sectioninfo">Condition function</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo sectionunused">Unused</p>
<pre>ObjectBackreadStateOther(
    int targetEntityId, 
    bool isBackread<span class="optarg">, 
    sbyte&lt;<a href="#ComparisonType">ComparisonType</a>&gt; comparisonType = ComparisonType.Equal, 
    float numberOfTargetObjects = 1</span>)</pre><p class="liststart">Simpler version:</p><ul class="condlist">
<li><code>ObjectBackreadOther(int targetEntityId<span class="optarg">, sbyte&lt;<a href="#ComparisonType">ComparisonType</a>&gt; comparisonType, float numberOfTargetObjects</span>)</code>
<br/><span class="conddetails">Where <code>isBackread = true or false</code></span></li>
</ul>
</div></section>
<section class="cond">
<h3 id="ObjectAnimationEnded"><a href="#ObjectAnimationEnded" class="selfref"><code>ObjectAnimationEnded</code></a> <span class="sectioninfo">Condition function</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in m20_00_00_00</p>
<pre>ObjectAnimationEnded(
    int objectEntityId, 
    int animationId<span class="optarg">, 
    sbyte&lt;<a href="#ComparisonType">ComparisonType</a>&gt; comparisonType = ComparisonType.Equal, 
    float numberOfTargetObjects = 1</span>)</pre></div></section>
<section class="cond unused">
<h3 id="PlayerMovingOnHit"><a href="#PlayerMovingOnHit" class="selfref"><code>PlayerMovingOnHit</code></a> <span class="sectioninfo">Condition function</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo sectionunused">Unused</p>
<pre>PlayerMovingOnHit(
    int hitEntityId)</pre></div></section>
<section class="cond unused">
<h3 id="PlayerAttackingOnHit"><a href="#PlayerAttackingOnHit" class="selfref"><code>PlayerAttackingOnHit</code></a> <span class="sectioninfo">Condition function</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo sectionunused">Unused</p>
<pre>PlayerAttackingOnHit(
    int hitEntityId)</pre></div></section>
<section class="cond">
<h3 id="PlayerStandingOnHit"><a href="#PlayerStandingOnHit" class="selfref"><code>PlayerStandingOnHit</code></a> <span class="sectioninfo">Condition function</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common_func, m10_00_00_00, m11_00_00_00, m11_01_00_00, m11_02_00_00, m20_00_00_00</p>
<pre>PlayerStandingOnHit(
    int hitEntityId)</pre></div></section>
<section class="cond">
<h3 id="HitLoaded"><a href="#HitLoaded" class="selfref"><code>HitLoaded</code></a> <span class="sectioninfo">Condition function</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in m11_01_00_00, m11_02_00_00</p>
<pre>HitLoaded(
    int hitEntityId)</pre></div></section>
<section class="cond">
<h3 id="MapAlertMusicState"><a href="#MapAlertMusicState" class="selfref"><code>MapAlertMusicState</code></a> <span class="sectioninfo">Condition function</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common, common_func, m11_00_00_00, m11_02_00_00, m25_00_00_00</p>
<pre>MapAlertMusicState(
    byte&lt;<a href="#MusicStateType">MusicStateType</a>&gt; musicState, 
    bool playing)</pre></div></section>
<section class="cond">
<h3 id="MusicTransitioningBetweenMaps"><a href="#MusicTransitioningBetweenMaps" class="selfref"><code>MusicTransitioningBetweenMaps</code></a> <span class="sectioninfo">Condition function</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common</p>
<pre>MusicTransitioningBetweenMaps()</pre></div></section>
<section class="cond">
<h3 id="PlayerHasChangedMap"><a href="#PlayerHasChangedMap" class="selfref"><code>PlayerHasChangedMap</code></a> <span class="sectioninfo">Condition function</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common, m13_00_00_00</p>
<pre>PlayerHasChangedMap()</pre></div></section>
<section class="cond">
<h3 id="GameIsLoading"><a href="#GameIsLoading" class="selfref"><code>GameIsLoading</code></a> <span class="sectioninfo">Condition function</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common_func, m11_02_00_00, m17_00_00_00, m20_00_00_00</p>
<pre>GameIsLoading()</pre></div></section>
<section class="cond">
<h3 id="PlayerIsLookingAtEntity"><a href="#PlayerIsLookingAtEntity" class="selfref"><code>PlayerIsLookingAtEntity</code></a> <span class="sectioninfo">Condition function</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common_func, m11_00_00_00, m11_01_00_00, m11_02_00_00, m17_00_00_00, m20_00_00_00</p>
<pre>PlayerIsLookingAtEntityState(
    bool looking, 
    int lookingEntityId, 
    int targetEntityId, 
    int angle, 
    int angle)</pre><p class="liststart">Simpler version:</p><ul class="condlist">
<li><code>PlayerIsLookingAtEntity(int lookingEntityId, int targetEntityId, int angle, int angle)</code>
<br/><span class="conddetails">Where <code>looking = true or false</code></span></li>
</ul>
</div></section>
</div><div class="bigsection enums"><h1 id="Enums"><a href="#Enums" class="selfref">Enums</a></h1>
<section class="enum">
<h3 id="ONOFF"><a href="#ONOFF" class="selfref"><code>ONOFF</code></a> <span class="sectioninfo">Enum</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in all</p>
<ul class="enumlist">
<li><code>OFF = 0</code></li>
<li><code>ON = 1</code></li>
</ul>
</div></section>
<section class="enum">
<h3 id="ONOFFCHANGE"><a href="#ONOFFCHANGE" class="selfref"><code>ONOFFCHANGE</code></a> <span class="sectioninfo">Enum</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in all</p>
<ul class="enumlist">
<li><code>OFF = 0</code></li>
<li><code>ON = 1</code></li>
<li><code>CHANGE = 2</code></li>
</ul>
</div></section>
<section class="enum">
<h3 id="TargetEventFlagType"><a href="#TargetEventFlagType" class="selfref"><code>TargetEventFlagType</code></a> <span class="sectioninfo">Enum</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in all</p>
<ul class="enumlist">
<li><code>TargetEventFlagType.EventFlag = 0</code></li>
<li><code>TargetEventFlagType.EventID = 1</code></li>
<li><code>TargetEventFlagType.EventIDSlotNumber = 2</code></li>
</ul>
</div></section>
<section class="enum">
<h3 id="ComparisonType"><a href="#ComparisonType" class="selfref"><code>ComparisonType</code></a> <span class="sectioninfo">Enum</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in all</p>
<ul class="enumlist">
<li><code>ComparisonType.Equal = 0</code></li>
<li><code>ComparisonType.NotEqual = 1</code></li>
<li><code>ComparisonType.Greater = 2</code></li>
<li><code>ComparisonType.Less = 3</code></li>
<li><code>ComparisonType.GreaterOrEqual = 4</code></li>
<li><code>ComparisonType.LessOrEqual = 5</code></li>
</ul>
</div></section>
<section class="enum">
<h3 id="LogicalOperationType"><a href="#LogicalOperationType" class="selfref"><code>LogicalOperationType</code></a> <span class="sectioninfo">Enum</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in all but m17_00_00_00</p>
<ul class="enumlist">
<li><code>LogicalOperationType.AllON = 0</code> <span class="enumusage usageinfo">Used in common, m10_00_00_00, m25_00_00_00</span></li>
<li><code>LogicalOperationType.AllOFF = 1</code> <span class="enumusage usageinfo">Used in common, common_func, m10_00_00_00, m11_00_00_00, m11_01_00_00, m11_02_00_00, m13_00_00_00, m15_00_00_00</span></li>
<li><code>LogicalOperationType.NotAllOFF = 2</code> <span class="enumusage usageinfo">Used in all but m17_00_00_00</span></li>
<li><code>LogicalOperationType.NotAllON = 3</code> <span class="enumusage usageinfo">Used in common_func</span></li>
</ul>
</div></section>
<section class="enum">
<h3 id="CalculationType"><a href="#CalculationType" class="selfref"><code>CalculationType</code></a> <span class="sectioninfo">Enum</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common</p>
<ul class="enumlist">
<li><code>CalculationType.Add = 0</code> <span class="enumusage usageinfo">Used in common</span></li>
<li><code class="enumunused">CalculationType.Sub = 1</code></li>
<li><code class="enumunused">CalculationType.Mult = 2</code></li>
<li><code class="enumunused">CalculationType.Div = 3</code></li>
<li><code class="enumunused">CalculationType.Mod = 4</code></li>
<li><code class="enumunused">CalculationType.Assign = 5</code></li>
</ul>
</div></section>
<section class="enum">
<h3 id="ConditionGroup"><a href="#ConditionGroup" class="selfref"><code>ConditionGroup</code></a> <span class="sectioninfo">Enum</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in all</p>
<ul class="enumlist">
<li><code>OR15 = -15</code></li>
<li><code>OR14 = -14</code></li>
<li><code>OR13 = -13</code></li>
<li><code>OR12 = -12</code></li>
<li><code>OR11 = -11</code></li>
<li><code>OR10 = -10</code></li>
<li><code>OR09 = -9</code></li>
<li><code>OR08 = -8</code></li>
<li><code>OR07 = -7</code></li>
<li><code>OR06 = -6</code></li>
<li><code>OR05 = -5</code></li>
<li><code>OR04 = -4</code></li>
<li><code>OR03 = -3</code></li>
<li><code>OR02 = -2</code></li>
<li><code>OR01 = -1</code></li>
<li><code>MAIN = 0</code></li>
<li><code>AND01 = 1</code></li>
<li><code>AND02 = 2</code></li>
<li><code>AND03 = 3</code></li>
<li><code>AND04 = 4</code></li>
<li><code>AND05 = 5</code></li>
<li><code>AND06 = 6</code></li>
<li><code>AND07 = 7</code></li>
<li><code>AND08 = 8</code></li>
<li><code>AND09 = 9</code></li>
<li><code>AND10 = 10</code></li>
<li><code>AND11 = 11</code></li>
<li><code>AND12 = 12</code></li>
<li><code>AND13 = 13</code></li>
<li><code>AND14 = 14</code></li>
<li><code>AND15 = 15</code></li>
</ul>
</div></section>
<section class="enum unused">
<h3 id="CountDirection"><a href="#CountDirection" class="selfref"><code>CountDirection</code></a> <span class="sectioninfo">Enum</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo sectionunused">Unused</p>
<ul class="enumlist">
<li><code class="enumunused">CountDirection.CountUp = 0</code></li>
<li><code class="enumunused">CountDirection.CountDown = 1</code></li>
</ul>
</div></section>
<section class="enum">
<h3 id="CutscenePlayMode"><a href="#CutscenePlayMode" class="selfref"><code>CutscenePlayMode</code></a> <span class="sectioninfo">Enum</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in all but m13_00_00_00 and m17_00_00_00</p>
<ul class="enumlist">
<li><code>CutscenePlayMode.Skippable = 0</code> <span class="enumusage usageinfo">Used in common_func, m10_00_00_00, m11_00_00_00, m11_01_00_00, m11_02_00_00, m20_00_00_00, m25_00_00_00</span></li>
<li><code>CutscenePlayMode.Unskippable = 2</code> <span class="enumusage usageinfo">Used in common</span></li>
<li><code class="enumunused">CutscenePlayMode.SkippableWithFadeOut = 8</code></li>
<li><code class="enumunused">CutscenePlayMode.UnskippableWithFadeOut = 10</code></li>
</ul>
</div></section>
<section class="enum">
<h3 id="DestructionState"><a href="#DestructionState" class="selfref"><code>DestructionState</code></a> <span class="sectioninfo">Enum</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common_func, m10_00_00_00, m11_00_00_00, m25_00_00_00</p>
<ul class="enumlist">
<li><code>DestructionState.Undestroyed = 0</code> <span class="enumusage usageinfo">Used in m10_00_00_00, m11_00_00_00</span></li>
<li><code>DestructionState.Destroyed = 1</code> <span class="enumusage usageinfo">Used in common_func, m10_00_00_00, m11_00_00_00, m25_00_00_00</span></li>
</ul>
</div></section>
<section class="enum">
<h3 id="InsideOutsideState"><a href="#InsideOutsideState" class="selfref"><code>InsideOutsideState</code></a> <span class="sectioninfo">Enum</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in all</p>
<ul class="enumlist">
<li><code>InsideOutsideState.Outside = 0</code></li>
<li><code>InsideOutsideState.Inside = 1</code></li>
</ul>
</div></section>
<section class="enum">
<h3 id="ConditionState"><a href="#ConditionState" class="selfref"><code>ConditionState</code></a> <span class="sectioninfo">Enum</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in all</p>
<ul class="enumlist">
<li><code>FAIL = 0</code></li>
<li><code>PASS = 1</code></li>
</ul>
</div></section>
<section class="enum">
<h3 id="DeathState"><a href="#DeathState" class="selfref"><code>DeathState</code></a> <span class="sectioninfo">Enum</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in all but m13_00_00_00</p>
<ul class="enumlist">
<li><code>DeathState.Alive = 0</code></li>
<li><code>DeathState.Dead = 1</code></li>
</ul>
</div></section>
<section class="enum">
<h3 id="OwnershipState"><a href="#OwnershipState" class="selfref"><code>OwnershipState</code></a> <span class="sectioninfo">Enum</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common, common_func, m10_00_00_00, m11_00_00_00, m11_02_00_00, m17_00_00_00</p>
<ul class="enumlist">
<li><code>OwnershipState.DoesntOwn = 0</code></li>
<li><code>OwnershipState.Owns = 1</code></li>
</ul>
</div></section>
<section class="enum">
<h3 id="EventEndType"><a href="#EventEndType" class="selfref"><code>EventEndType</code></a> <span class="sectioninfo">Enum</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in all</p>
<ul class="enumlist">
<li><code>EventEndType.End = 0</code></li>
<li><code>EventEndType.Restart = 1</code></li>
</ul>
</div></section>
<section class="enum">
<h3 id="TeamType"><a href="#TeamType" class="selfref"><code>TeamType</code></a> <span class="sectioninfo">Enum</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in all but common and m17_00_00_00</p>
<ul class="enumlist">
<li><code class="enumunused">TeamType.Default = -1</code></li>
<li><code class="enumunused">TeamType.Disabled = 0</code></li>
<li><code class="enumunused">TeamType.Human = 1</code></li>
<li><code>TeamType.WhitePhantom = 2</code> <span class="enumusage usageinfo">Used in m10_00_00_00</span></li>
<li><code class="enumunused">TeamType.BlackPhantom = 3</code></li>
<li><code class="enumunused">TeamType.Hollow = 4</code></li>
<li><code class="enumunused">TeamType.WanderingPhantom = 5</code></li>
<li><code>TeamType.Enemy = 6</code> <span class="enumusage usageinfo">Used in m10_00_00_00, m11_00_00_00, m11_01_00_00, m11_02_00_00, m15_00_00_00</span></li>
<li><code class="enumunused">TeamType.StrongEnemy = 7</code></li>
<li><code class="enumunused">TeamType.Ally = 8</code></li>
<li><code class="enumunused">TeamType.HostileAlly = 9</code></li>
<li><code class="enumunused">TeamType.DecoyEnemy = 10</code></li>
<li><code class="enumunused">TeamType.ChildofRed = 11</code></li>
<li><code class="enumunused">TeamType.FriendlyEnemy = 12</code></li>
<li><code class="enumunused">TeamType.Invader = 13</code></li>
<li><code class="enumunused">TeamType.Host = 19</code></li>
<li><code class="enumunused">TeamType.Coop = 20</code></li>
<li><code class="enumunused">TeamType.Hostile = 21</code></li>
<li><code class="enumunused">TeamType.WanderingPhantom1 = 22</code></li>
<li><code class="enumunused">TeamType.Enemy1 = 23</code></li>
<li><code>TeamType.Enemy2 = 24</code> <span class="enumusage usageinfo">Used in m10_00_00_00, m11_00_00_00</span></li>
<li><code>TeamType.StrongEnemy1 = 25</code> <span class="enumusage usageinfo">Used in m11_00_00_00</span></li>
<li><code>TeamType.FriendlyNPC = 26</code> <span class="enumusage usageinfo">Used in m10_00_00_00, m11_00_00_00, m11_01_00_00, m11_02_00_00, m15_00_00_00, m25_00_00_00</span></li>
<li><code>TeamType.HostileNPC = 27</code> <span class="enumusage usageinfo">Used in all but common and m17_00_00_00</span></li>
<li><code>TeamType.CoopNPC = 28</code> <span class="enumusage usageinfo">Used in m10_00_00_00, m11_00_00_00</span></li>
<li><code class="enumunused">TeamType.Indiscriminate = 29</code></li>
<li><code>TeamType.Object = 30</code> <span class="enumusage usageinfo">Used in m10_00_00_00, m11_00_00_00</span></li>
<li><code class="enumunused">TeamType.WhiteBerserker = 31</code></li>
<li><code class="enumunused">TeamType.RedBerserker = 32</code></li>
<li><code class="enumunused">TeamType.ArchEnemyTeam = 33</code></li>
</ul>
</div></section>
<section class="enum">
<h3 id="TargetEntityType"><a href="#TargetEntityType" class="selfref"><code>TargetEntityType</code></a> <span class="sectioninfo">Enum</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in all but common</p>
<ul class="enumlist">
<li><code>TargetEntityType.Object = 0</code> <span class="enumusage usageinfo">Used in common_func, m11_00_00_00, m11_01_00_00, m15_00_00_00, m17_00_00_00, m20_00_00_00</span></li>
<li><code>TargetEntityType.Area = 1</code> <span class="enumusage usageinfo">Used in all but common and m15_00_00_00</span></li>
<li><code>TargetEntityType.Character = 2</code> <span class="enumusage usageinfo">Used in common_func, m10_00_00_00, m11_00_00_00, m11_01_00_00, m15_00_00_00, m17_00_00_00, m20_00_00_00, m25_00_00_00</span></li>
</ul>
</div></section>
<section class="enum">
<h3 id="DisabledEnabled"><a href="#DisabledEnabled" class="selfref"><code>DisabledEnabled</code></a> <span class="sectioninfo">Enum</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in all</p>
<ul class="enumlist">
<li><code>Disabled = 0</code></li>
<li><code>Enabled = 1</code></li>
</ul>
</div></section>
<section class="enum unused">
<h3 id="BitopType"><a href="#BitopType" class="selfref"><code>BitopType</code></a> <span class="sectioninfo">Enum</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo sectionunused">Unused</p>
<ul class="enumlist">
<li><code class="enumunused">BitopType.Add = 0</code></li>
<li><code class="enumunused">BitopType.Delete = 1</code></li>
<li><code class="enumunused">BitopType.Invert = 2</code></li>
</ul>
</div></section>
<section class="enum unused">
<h3 id="NavimeshType"><a href="#NavimeshType" class="selfref"><code>NavimeshType</code></a> <span class="sectioninfo">Enum</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo sectionunused">Unused</p>
<ul class="enumlist">
<li><code class="enumunused">NavimeshType.Solid = 1</code></li>
<li><code class="enumunused">NavimeshType.Exit = 2</code></li>
<li><code class="enumunused">NavimeshType.Obstacle = 4</code></li>
<li><code class="enumunused">NavimeshType.Wall = 8</code></li>
<li><code class="enumunused">NavimeshType.LandingPoint = 64</code></li>
<li><code class="enumunused">NavimeshType.Event = 128</code></li>
<li><code class="enumunused">NavimeshType.Cliff = 256</code></li>
<li><code class="enumunused">NavimeshType.OpenSpace = 512</code></li>
<li><code class="enumunused">NavimeshType.Ladder = 1024</code></li>
<li><code class="enumunused">NavimeshType.Hole = 2048</code></li>
<li><code class="enumunused">NavimeshType.Door = 4096</code></li>
<li><code class="enumunused">NavimeshType.ClosedDoor = 8192</code></li>
<li><code class="enumunused">NavimeshType.WalltouchingFloor = 32</code></li>
</ul>
</div></section>
<section class="enum">
<h3 id="PromptType"><a href="#PromptType" class="selfref"><code>PromptType</code></a> <span class="sectioninfo">Enum</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common, common_func, m10_00_00_00, m11_00_00_00, m11_01_00_00, m11_02_00_00, m17_00_00_00, m25_00_00_00</p>
<ul class="enumlist">
<li><code>PromptType.YESNO = 0</code> <span class="enumusage usageinfo">Used in m11_00_00_00, m11_02_00_00</span></li>
<li><code>PromptType.OKCANCEL = 1</code> <span class="enumusage usageinfo">Used in common, common_func, m10_00_00_00, m11_00_00_00, m11_01_00_00, m11_02_00_00, m17_00_00_00, m25_00_00_00</span></li>
</ul>
</div></section>
<section class="enum">
<h3 id="NumberofOptions"><a href="#NumberofOptions" class="selfref"><code>NumberofOptions</code></a> <span class="sectioninfo">Enum</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common, common_func, m10_00_00_00, m11_00_00_00, m11_01_00_00, m11_02_00_00, m17_00_00_00, m25_00_00_00</p>
<ul class="enumlist">
<li><code>NumberofOptions.OneButton = 1</code> <span class="enumusage usageinfo">Used in common, common_func, m10_00_00_00, m11_00_00_00, m11_01_00_00, m11_02_00_00, m17_00_00_00, m25_00_00_00</span></li>
<li><code>NumberofOptions.TwoButtons = 2</code> <span class="enumusage usageinfo">Used in m11_00_00_00, m11_02_00_00</span></li>
<li><code class="enumunused">NumberofOptions.NoButtons = 6</code></li>
</ul>
</div></section>
<section class="enum unused">
<h3 id="EventState"><a href="#EventState" class="selfref"><code>EventState</code></a> <span class="sectioninfo">Enum</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo sectionunused">Unused</p>
<ul class="enumlist">
<li><code class="enumunused">EventState.Completed = 0</code></li>
<li><code class="enumunused">EventState.Restart = 1</code></li>
<li><code class="enumunused">EventState.Waiting = 2</code></li>
<li><code class="enumunused">EventState.Running = 3</code></li>
</ul>
</div></section>
<section class="enum">
<h3 id="SoundType"><a href="#SoundType" class="selfref"><code>SoundType</code></a> <span class="sectioninfo">Enum</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in m11_00_00_00, m17_00_00_00, m20_00_00_00, m25_00_00_00</p>
<ul class="enumlist">
<li><code class="enumunused">SoundType.aEnvironmentalSound = 0</code></li>
<li><code>SoundType.cCharacterMotion = 1</code> <span class="enumusage usageinfo">Used in m20_00_00_00, m25_00_00_00</span></li>
<li><code class="enumunused">SoundType.fMenuSE = 2</code></li>
<li><code class="enumunused">SoundType.oObject = 3</code></li>
<li><code class="enumunused">SoundType.pCutsceneSE = 4</code></li>
<li><code>SoundType.sSFX = 5</code> <span class="enumusage usageinfo">Used in m11_00_00_00, m17_00_00_00</span></li>
<li><code class="enumunused">SoundType.mBGM = 6</code></li>
<li><code class="enumunused">SoundType.vVoice = 7</code></li>
<li><code class="enumunused">SoundType.xDependsOnFloorMaterial = 8</code></li>
<li><code class="enumunused">SoundType.bDependsOnArmorMaterial = 9</code></li>
<li><code class="enumunused">SoundType.gGhost = 10</code></li>
</ul>
</div></section>
<section class="enum">
<h3 id="DamageTargetType"><a href="#DamageTargetType" class="selfref"><code>DamageTargetType</code></a> <span class="sectioninfo">Enum</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common_func</p>
<ul class="enumlist">
<li><code>DamageTargetType.Character = 1</code> <span class="enumusage usageinfo">Used in common_func</span></li>
<li><code class="enumunused">DamageTargetType.Map = 2</code></li>
<li><code class="enumunused">DamageTargetType.CharacterMap = 3</code></li>
</ul>
</div></section>
<section class="enum">
<h3 id="ItemType"><a href="#ItemType" class="selfref"><code>ItemType</code></a> <span class="sectioninfo">Enum</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common, common_func, m10_00_00_00, m11_00_00_00, m11_02_00_00, m17_00_00_00</p>
<ul class="enumlist">
<li><code>ItemType.Weapon = 0</code> <span class="enumusage usageinfo">Used in common, m11_00_00_00, m11_02_00_00</span></li>
<li><code class="enumunused">ItemType.Armor = 1</code></li>
<li><code class="enumunused">ItemType.Ring = 2</code></li>
<li><code>ItemType.Goods = 3</code> <span class="enumusage usageinfo">Used in common, common_func, m10_00_00_00, m11_00_00_00, m11_02_00_00, m17_00_00_00</span></li>
</ul>
</div></section>
<section class="enum unused">
<h3 id="ReactionType"><a href="#ReactionType" class="selfref"><code>ReactionType</code></a> <span class="sectioninfo">Enum</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo sectionunused">Unused</p>
<ul class="enumlist">
<li><code class="enumunused">ReactionType.HollowHuman = 48</code></li>
<li><code class="enumunused">ReactionType.All = 255</code></li>
</ul>
</div></section>
<section class="enum unused">
<h3 id="CallType"><a href="#CallType" class="selfref"><code>CallType</code></a> <span class="sectioninfo">Enum</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo sectionunused">Unused</p>
<ul class="enumlist">
<li><code class="enumunused">CallType.ObjectAction = 0</code></li>
<li><code class="enumunused">CallType.WanderingSystem = 1</code></li>
<li><code class="enumunused">CallType.Other = 255</code></li>
</ul>
</div></section>
<section class="enum">
<h3 id="TargetType"><a href="#TargetType" class="selfref"><code>TargetType</code></a> <span class="sectioninfo">Enum</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common_func, m17_00_00_00, m20_00_00_00</p>
<ul class="enumlist">
<li><code>TargetType.Alive = 0</code> <span class="enumusage usageinfo">Used in common_func, m17_00_00_00, m20_00_00_00</span></li>
<li><code>TargetType.WhitePhantom = 1</code> <span class="enumusage usageinfo">Used in common_func, m20_00_00_00</span></li>
<li><code>TargetType.BlackPhantom = 2</code> <span class="enumusage usageinfo">Used in common_func</span></li>
<li><code>TargetType.Hollow = 8</code> <span class="enumusage usageinfo">Used in common_func</span></li>
<li><code class="enumunused">TargetType.Invader = 12</code></li>
</ul>
</div></section>
<section class="enum unused">
<h3 id="StatueType"><a href="#StatueType" class="selfref"><code>StatueType</code></a> <span class="sectioninfo">Enum</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo sectionunused">Unused</p>
<ul class="enumlist">
<li><code class="enumunused">StatueType.StoneStatue = 0</code></li>
<li><code class="enumunused">StatueType.CrystalStatue = 1</code></li>
</ul>
</div></section>
<section class="enum">
<h3 id="TextBannerType"><a href="#TextBannerType" class="selfref"><code>TextBannerType</code></a> <span class="sectioninfo">Enum</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common, m11_02_00_00, m17_00_00_00, m20_00_00_00, m25_00_00_00</p>
<ul class="enumlist">
<li><code>TextBannerType.ShinobiExecution = 1</code> <span class="enumusage usageinfo">Used in m17_00_00_00</span></li>
<li><code class="enumunused">TextBannerType.Death = 2</code></li>
<li><code>TextBannerType.GraciousGiftofTears = 3</code> <span class="enumusage usageinfo">Used in m25_00_00_00</span></li>
<li><code>TextBannerType.TestMessage = 4</code> <span class="enumusage usageinfo">Used in m10_00_50_61, m11_01_71_01, m11_02_54_01</span></li>
<li><code>TextBannerType.ImmortalitySevered = 5</code> <span class="enumusage usageinfo">Used in m11_02_00_00, m17_00_00_00, m25_00_00_00</span></li>
<li><code class="enumunused">TextBannerType.SculptorIdolFound = 13</code></li>
<li><code>TextBannerType.BurdenDispelled = 15</code> <span class="enumusage usageinfo">Used in common</span></li>
<li><code>TextBannerType.SinisterBurden = 16</code> <span class="enumusage usageinfo">Used in m20_00_00_00</span></li>
<li><code>TextBannerType.UnseenAid = 17</code> <span class="enumusage usageinfo">Used in common</span></li>
<li><code class="enumunused">TextBannerType.UnseenAid1 = 18</code></li>
<li><code class="enumunused">TextBannerType.TestMessage1 = 19</code></li>
<li><code class="enumunused">TextBannerType.TestMessage2 = 20</code></li>
<li><code>TextBannerType.DragonrotHealed = 21</code> <span class="enumusage usageinfo">Used in common</span></li>
</ul>
</div></section>
<section class="enum unused">
<h3 id="MultiplayerState"><a href="#MultiplayerState" class="selfref"><code>MultiplayerState</code></a> <span class="sectioninfo">Enum</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo sectionunused">Unused</p>
<ul class="enumlist">
<li><code class="enumunused">MultiplayerState.Host = 0</code></li>
<li><code class="enumunused">MultiplayerState.Client = 1</code></li>
<li><code class="enumunused">MultiplayerState.TryingtoCreateSession = 2</code></li>
<li><code class="enumunused">MultiplayerState.TryingtoJoinSession = 3</code></li>
<li><code class="enumunused">MultiplayerState.LeavingSession = 4</code></li>
<li><code class="enumunused">MultiplayerState.FailedtoCreateSession = 5</code></li>
</ul>
</div></section>
<section class="enum">
<h3 id="NPCPartType"><a href="#NPCPartType" class="selfref"><code>NPCPartType</code></a> <span class="sectioninfo">Enum</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common_func, m17_00_00_00, m20_00_00_00, m25_00_00_00</p>
<ul class="enumlist">
<li><code>NPCPartType.Part1 = 1</code> <span class="enumusage usageinfo">Used in common_func, m17_00_00_00, m20_00_00_00, m25_00_00_00</span></li>
<li><code>NPCPartType.Part2 = 2</code> <span class="enumusage usageinfo">Used in common_func</span></li>
<li><code>NPCPartType.Part3 = 3</code> <span class="enumusage usageinfo">Used in common_func</span></li>
<li><code>NPCPartType.Part4 = 4</code> <span class="enumusage usageinfo">Used in common_func, m20_00_00_00</span></li>
<li><code class="enumunused">NPCPartType.Part5 = 5</code></li>
<li><code class="enumunused">NPCPartType.Part6 = 6</code></li>
<li><code>NPCPartType.Part7 = 7</code> <span class="enumusage usageinfo">Used in m17_00_00_00</span></li>
<li><code class="enumunused">NPCPartType.Part8 = 8</code></li>
<li><code class="enumunused">NPCPartType.Part9 = 9</code></li>
<li><code class="enumunused">NPCPartType.Part10 = 10</code></li>
<li><code class="enumunused">NPCPartType.Part11 = 11</code></li>
<li><code class="enumunused">NPCPartType.Part12 = 12</code></li>
<li><code class="enumunused">NPCPartType.Part13 = 13</code></li>
<li><code class="enumunused">NPCPartType.Part14 = 14</code></li>
<li><code class="enumunused">NPCPartType.Part15 = 15</code></li>
<li><code class="enumunused">NPCPartType.Part16 = 16</code></li>
<li><code class="enumunused">NPCPartType.Part17 = 17</code></li>
<li><code class="enumunused">NPCPartType.Part18 = 18</code></li>
<li><code class="enumunused">NPCPartType.Part19 = 19</code></li>
<li><code class="enumunused">NPCPartType.Part20 = 20</code></li>
<li><code class="enumunused">NPCPartType.Part21 = 21</code></li>
<li><code class="enumunused">NPCPartType.Part22 = 22</code></li>
<li><code class="enumunused">NPCPartType.Part23 = 23</code></li>
<li><code class="enumunused">NPCPartType.Part24 = 24</code></li>
<li><code class="enumunused">NPCPartType.Part25 = 25</code></li>
<li><code class="enumunused">NPCPartType.Part26 = 26</code></li>
<li><code class="enumunused">NPCPartType.Part27 = 27</code></li>
<li><code class="enumunused">NPCPartType.Part28 = 28</code></li>
<li><code class="enumunused">NPCPartType.Part29 = 29</code></li>
<li><code class="enumunused">NPCPartType.Part30 = 30</code></li>
<li><code class="enumunused">NPCPartType.WeakPoint = 31</code></li>
</ul>
</div></section>
<section class="enum unused">
<h3 id="AuthorityLevel"><a href="#AuthorityLevel" class="selfref"><code>AuthorityLevel</code></a> <span class="sectioninfo">Enum</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo sectionunused">Unused</p>
<ul class="enumlist">
<li><code class="enumunused">AuthorityLevel.Normal = 0</code></li>
<li><code class="enumunused">AuthorityLevel.Forced = 4095</code></li>
</ul>
</div></section>
<section class="enum unused">
<h3 id="HandleRespawnType"><a href="#HandleRespawnType" class="selfref"><code>HandleRespawnType</code></a> <span class="sectioninfo">Enum</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo sectionunused">Unused</p>
<ul class="enumlist">
<li><code class="enumunused">HandleRespawnType.Ignore = 0</code></li>
<li><code class="enumunused">HandleRespawnType.RestartEvent = 1</code></li>
<li><code class="enumunused">HandleRespawnType.EndEvent = 2</code></li>
</ul>
</div></section>
<section class="enum">
<h3 id="AIStateType"><a href="#AIStateType" class="selfref"><code>AIStateType</code></a> <span class="sectioninfo">Enum</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in all</p>
<ul class="enumlist">
<li><code>AIStateType.Normal = 0</code> <span class="enumusage usageinfo">Used in all but common and m15_00_00_00</span></li>
<li><code>AIStateType.Recognition = 1</code> <span class="enumusage usageinfo">Used in common_func, m11_00_00_00, m11_01_00_00, m13_00_00_00, m15_00_00_00, m17_00_00_00, m20_00_00_00, m25_00_00_00</span></li>
<li><code>AIStateType.Alert = 2</code> <span class="enumusage usageinfo">Used in all but common and m10_00_00_00</span></li>
<li><code>AIStateType.Combat = 3</code> <span class="enumusage usageinfo">Used in all</span></li>
</ul>
</div></section>
<section class="enum unused">
<h3 id="SummonSignType"><a href="#SummonSignType" class="selfref"><code>SummonSignType</code></a> <span class="sectioninfo">Enum</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo sectionunused">Unused</p>
<ul class="enumlist">
<li><code class="enumunused">SummonSignType.WhiteSign = 0</code></li>
<li><code class="enumunused">SummonSignType.BlackSign = 1</code></li>
<li><code class="enumunused">SummonSignType.RedSign = 2</code></li>
<li><code class="enumunused">SummonSignType.DetectionSign = 3</code></li>
<li><code class="enumunused">SummonSignType.WhiteReliefSign = 4</code></li>
<li><code class="enumunused">SummonSignType.BlackReliefSign = 5</code></li>
</ul>
</div></section>
<section class="enum unused">
<h3 id="ClassType"><a href="#ClassType" class="selfref"><code>ClassType</code></a> <span class="sectioninfo">Enum</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo sectionunused">Unused</p>
<ul class="enumlist">
<li><code class="enumunused">ClassType.Warrior = 0</code></li>
<li><code class="enumunused">ClassType.Knight = 1</code></li>
<li><code class="enumunused">ClassType.Wanderer = 2</code></li>
<li><code class="enumunused">ClassType.Thief = 3</code></li>
<li><code class="enumunused">ClassType.Bandit = 4</code></li>
<li><code class="enumunused">ClassType.Hunter = 5</code></li>
<li><code class="enumunused">ClassType.Sorcerer = 6</code></li>
<li><code class="enumunused">ClassType.Pyromancer = 7</code></li>
<li><code class="enumunused">ClassType.Cleric = 8</code></li>
<li><code class="enumunused">ClassType.Deprived = 9</code></li>
<li><code class="enumunused">ClassType.TempWarrior = 20</code></li>
<li><code class="enumunused">ClassType.TempKnight = 21</code></li>
<li><code class="enumunused">ClassType.TempSorcerer = 22</code></li>
<li><code class="enumunused">ClassType.TempPyromancer = 23</code></li>
<li><code class="enumunused">ClassType.ChiWarrior = 24</code></li>
<li><code class="enumunused">ClassType.ChiKnight = 25</code></li>
<li><code class="enumunused">ClassType.ChiSorcerer = 26</code></li>
<li><code class="enumunused">ClassType.ChiPyromancer = 27</code></li>
</ul>
</div></section>
<section class="enum">
<h3 id="CharacterUpdateFrequency"><a href="#CharacterUpdateFrequency" class="selfref"><code>CharacterUpdateFrequency</code></a> <span class="sectioninfo">Enum</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in all but common and m13_00_00_00</p>
<ul class="enumlist">
<li><code>CharacterUpdateFrequency.NoUpdate = -1</code> <span class="enumusage usageinfo">Used in common_func, m17_00_00_00, m20_00_00_00</span></li>
<li><code>CharacterUpdateFrequency.AlwaysUpdate = 0</code> <span class="enumusage usageinfo">Used in all but common and m13_00_00_00</span></li>
<li><code class="enumunused">CharacterUpdateFrequency.Every2Frames = 2</code></li>
<li><code>CharacterUpdateFrequency.Every5Frames = 5</code> <span class="enumusage usageinfo">Used in m17_00_00_00, m20_00_00_00</span></li>
</ul>
</div></section>
<section class="enum unused">
<h3 id="TendencyType"><a href="#TendencyType" class="selfref"><code>TendencyType</code></a> <span class="sectioninfo">Enum</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo sectionunused">Unused</p>
<ul class="enumlist">
<li><code class="enumunused">TendencyType.WhiteTendency = 0</code></li>
<li><code class="enumunused">TendencyType.BlackTendency = 1</code></li>
</ul>
</div></section>
<section class="enum">
<h3 id="Interpolation"><a href="#Interpolation" class="selfref"><code>Interpolation</code></a> <span class="sectioninfo">Enum</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in m11_00_00_00, m11_02_00_00, m17_00_00_00</p>
<ul class="enumlist">
<li><code>Interpolation.Interpolated = 0</code> <span class="enumusage usageinfo">Used in m11_02_00_00, m17_00_00_00</span></li>
<li><code>Interpolation.Uninterpolated = 1</code> <span class="enumusage usageinfo">Used in m11_00_00_00, m11_02_00_00</span></li>
</ul>
</div></section>
<section class="enum unused">
<h3 id="DisplayState"><a href="#DisplayState" class="selfref"><code>DisplayState</code></a> <span class="sectioninfo">Enum</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo sectionunused">Unused</p>
<ul class="enumlist">
<li><code class="enumunused">DisplayState.Hide = 0</code></li>
<li><code class="enumunused">DisplayState.Display = 1</code></li>
</ul>
</div></section>
<section class="enum unused">
<h3 id="AddDelete"><a href="#AddDelete" class="selfref"><code>AddDelete</code></a> <span class="sectioninfo">Enum</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo sectionunused">Unused</p>
<ul class="enumlist">
<li><code class="enumunused">AddDelete.Delete = 0</code></li>
<li><code class="enumunused">AddDelete.Add = 1</code></li>
</ul>
</div></section>
<section class="enum">
<h3 id="DamageType"><a href="#DamageType" class="selfref"><code>DamageType</code></a> <span class="sectioninfo">Enum</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in all but common</p>
<ul class="enumlist">
<li><code>DamageType.Unspecified = 0</code> <span class="enumusage usageinfo">Used in all but common</span></li>
<li><code>DamageType.Fire = 1</code> <span class="enumusage usageinfo">Used in common_func, m10_00_00_00</span></li>
<li><code class="enumunused">DamageType.Magic = 2</code></li>
<li><code class="enumunused">DamageType.Lightning = 3</code></li>
<li><code class="enumunused">DamageType.Blunt = 4</code></li>
<li><code class="enumunused">DamageType.Slash = 5</code></li>
<li><code class="enumunused">DamageType.Thrust = 6</code></li>
<li><code class="enumunused">DamageType.None = 7</code></li>
<li><code class="enumunused">DamageType.AllPhysical = 8</code></li>
</ul>
</div></section>
<section class="enum">
<h3 id="Label"><a href="#Label" class="selfref"><code>Label</code></a> <span class="sectioninfo">Enum</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in all</p>
<ul class="enumlist">
<li><code>Label.LABEL0 = 0</code></li>
<li><code>Label.LABEL1 = 1</code></li>
<li><code>Label.LABEL2 = 2</code></li>
<li><code>Label.LABEL3 = 3</code></li>
<li><code>Label.LABEL4 = 4</code></li>
<li><code>Label.LABEL5 = 5</code></li>
<li><code>Label.LABEL6 = 6</code></li>
<li><code>Label.LABEL7 = 7</code></li>
<li><code>Label.LABEL8 = 8</code></li>
<li><code>Label.LABEL9 = 9</code></li>
<li><code>Label.LABEL10 = 10</code></li>
<li><code>Label.LABEL11 = 11</code></li>
<li><code>Label.LABEL12 = 12</code></li>
<li><code>Label.LABEL13 = 13</code></li>
<li><code>Label.LABEL14 = 14</code></li>
<li><code>Label.LABEL15 = 15</code></li>
<li><code>Label.LABEL16 = 16</code></li>
<li><code>Label.LABEL17 = 17</code></li>
<li><code>Label.LABEL18 = 18</code></li>
<li><code>Label.LABEL19 = 19</code></li>
<li><code>Label.LABEL20 = 20</code></li>
</ul>
</div></section>
<section class="enum">
<h3 id="ArmorType"><a href="#ArmorType" class="selfref"><code>ArmorType</code></a> <span class="sectioninfo">Enum</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common, m11_00_00_00, m11_02_00_00, m20_00_00_00</p>
<ul class="enumlist">
<li><code class="enumunused">ArmorType.Head = 0</code></li>
<li><code>ArmorType.Body = 1</code> <span class="enumusage usageinfo">Used in common, m11_02_00_00, m20_00_00_00</span></li>
<li><code>ArmorType.Arms = 2</code> <span class="enumusage usageinfo">Used in common, m11_00_00_00</span></li>
<li><code class="enumunused">ArmorType.Legs = 3</code></li>
</ul>
</div></section>
<section class="enum unused">
<h3 id="PlayerPlayLogParameter"><a href="#PlayerPlayLogParameter" class="selfref"><code>PlayerPlayLogParameter</code></a> <span class="sectioninfo">Enum</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo sectionunused">Unused</p>
<ul class="enumlist">
<li><code class="enumunused">PlayerPlayLogParameter.PrimaryParameters = 0</code></li>
<li><code class="enumunused">PlayerPlayLogParameter.TemporaryParameters = 1</code></li>
<li><code class="enumunused">PlayerPlayLogParameter.Weapon = 2</code></li>
<li><code class="enumunused">PlayerPlayLogParameter.Armor = 3</code></li>
</ul>
</div></section>
<section class="enum unused">
<h3 id="PlayLogMultiplayerType"><a href="#PlayLogMultiplayerType" class="selfref"><code>PlayLogMultiplayerType</code></a> <span class="sectioninfo">Enum</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo sectionunused">Unused</p>
<ul class="enumlist">
<li><code class="enumunused">PlayLogMultiplayerType.HostOnly = 0</code></li>
<li><code class="enumunused">PlayLogMultiplayerType.GuestOnly = 1</code></li>
<li><code class="enumunused">PlayLogMultiplayerType.Both = 2</code></li>
</ul>
</div></section>
<section class="enum unused">
<h3 id="SingleplayerSummonSignType"><a href="#SingleplayerSummonSignType" class="selfref"><code>SingleplayerSummonSignType</code></a> <span class="sectioninfo">Enum</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo sectionunused">Unused</p>
<ul class="enumlist">
<li><code class="enumunused">SingleplayerSummonSignType.NormalCoop = 0</code></li>
<li><code class="enumunused">SingleplayerSummonSignType.ScriptedInvasion = 1</code></li>
<li><code class="enumunused">SingleplayerSummonSignType.ScriptedInvasionWideArea = 2</code></li>
</ul>
</div></section>
<section class="enum unused">
<h3 id="Gender"><a href="#Gender" class="selfref"><code>Gender</code></a> <span class="sectioninfo">Enum</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo sectionunused">Unused</p>
<ul class="enumlist">
<li><code class="enumunused">Gender.Male = 0</code></li>
<li><code class="enumunused">Gender.Female = 1</code></li>
</ul>
</div></section>
<section class="enum unused">
<h3 id="DoorState"><a href="#DoorState" class="selfref"><code>DoorState</code></a> <span class="sectioninfo">Enum</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo sectionunused">Unused</p>
<ul class="enumlist">
<li><code class="enumunused">DoorState.DoorClosed = 0</code></li>
<li><code class="enumunused">DoorState.DoorOpen = 1</code></li>
<li><code class="enumunused">DoorState.DoorClosing = 2</code></li>
<li><code class="enumunused">DoorState.DoorOpening = 3</code></li>
</ul>
</div></section>
<section class="enum">
<h3 id="ClientType"><a href="#ClientType" class="selfref"><code>ClientType</code></a> <span class="sectioninfo">Enum</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common_func</p>
<ul class="enumlist">
<li><code class="enumunused">ClientType.Coop = 0</code></li>
<li><code>ClientType.Invader = 1</code> <span class="enumusage usageinfo">Used in common_func</span></li>
<li><code class="enumunused">ClientType.BetrayalInvader = 2</code></li>
</ul>
</div></section>
<section class="enum unused">
<h3 id="GenericDialogResult"><a href="#GenericDialogResult" class="selfref"><code>GenericDialogResult</code></a> <span class="sectioninfo">Enum</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo sectionunused">Unused</p>
<ul class="enumlist">
<li><code class="enumunused">GenericDialogResult.Cancel = 0</code></li>
<li><code class="enumunused">GenericDialogResult.Left = 1</code></li>
<li><code class="enumunused">GenericDialogResult.Right = 2</code></li>
<li><code class="enumunused">GenericDialogResult.Leave = 3</code></li>
</ul>
</div></section>
<section class="enum unused">
<h3 id="PlayGoState"><a href="#PlayGoState" class="selfref"><code>PlayGoState</code></a> <span class="sectioninfo">Enum</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo sectionunused">Unused</p>
<ul class="enumlist">
<li><code class="enumunused">PlayGoState.Downloaded1stChunk = 0</code></li>
<li><code class="enumunused">PlayGoState.BDInstalling = 1</code></li>
<li><code class="enumunused">PlayGoState.Installed = 2</code></li>
</ul>
</div></section>
<section class="enum unused">
<h3 id="HollowArenaMatchType"><a href="#HollowArenaMatchType" class="selfref"><code>HollowArenaMatchType</code></a> <span class="sectioninfo">Enum</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo sectionunused">Unused</p>
<ul class="enumlist">
<li><code class="enumunused">HollowArenaMatchType.Duel = 0</code></li>
<li><code class="enumunused">HollowArenaMatchType.TwoPlayerBrawl = 1</code></li>
<li><code class="enumunused">HollowArenaMatchType.FourPlayerBrawl = 2</code></li>
<li><code class="enumunused">HollowArenaMatchType.SixPlayerBrawl = 3</code></li>
<li><code class="enumunused">HollowArenaMatchType.TwoVersusThree = 4</code></li>
<li><code class="enumunused">HollowArenaMatchType.ThreeVersusThree = 5</code></li>
</ul>
</div></section>
<section class="enum unused">
<h3 id="HollowArenaResult"><a href="#HollowArenaResult" class="selfref"><code>HollowArenaResult</code></a> <span class="sectioninfo">Enum</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo sectionunused">Unused</p>
<ul class="enumlist">
<li><code class="enumunused">HollowArenaResult.Win = 0</code></li>
<li><code class="enumunused">HollowArenaResult.Draw = 1</code></li>
</ul>
</div></section>
<section class="enum">
<h3 id="SwimState"><a href="#SwimState" class="selfref"><code>SwimState</code></a> <span class="sectioninfo">Enum</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common, common_func, m17_00_00_00</p>
<ul class="enumlist">
<li><code>SwimState.Swimming = 0</code></li>
<li><code>SwimState.Diving = 1</code></li>
</ul>
</div></section>
<section class="enum">
<h3 id="MusicStateType"><a href="#MusicStateType" class="selfref"><code>MusicStateType</code></a> <span class="sectioninfo">Enum</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common, common_func, m11_00_00_00, m11_02_00_00, m25_00_00_00</p>
<ul class="enumlist">
<li><code>MusicStateType.None = 0</code> <span class="enumusage usageinfo">Used in m11_00_00_00, m11_02_00_00</span></li>
<li><code>MusicStateType.Ambient = 1</code> <span class="enumusage usageinfo">Used in common, m11_00_00_00</span></li>
<li><code>MusicStateType.Alert = 2</code> <span class="enumusage usageinfo">Used in common</span></li>
<li><code>MusicStateType.Combat = 3</code> <span class="enumusage usageinfo">Used in common, common_func, m25_00_00_00</span></li>
</ul>
</div></section>
<section class="enum">
<h3 id="FadeType"><a href="#FadeType" class="selfref"><code>FadeType</code></a> <span class="sectioninfo">Enum</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common_func, m11_00_00_00, m11_01_00_00, m11_02_00_00, m15_00_00_00, m17_00_00_00, m20_00_00_00, m25_00_00_00</p>
<ul class="enumlist">
<li><code>FadeType.FadeIn = 0</code></li>
<li><code>FadeType.FadeOut = 1</code></li>
</ul>
</div></section>
<section class="enum">
<h3 id="ObjectInteractionType"><a href="#ObjectInteractionType" class="selfref"><code>ObjectInteractionType</code></a> <span class="sectioninfo">Enum</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common_func, m11_00_00_00, m11_01_00_00, m11_02_00_00, m20_00_00_00, m25_00_00_00</p>
<ul class="enumlist">
<li><code>ObjectInteractionType.All = -1</code> <span class="enumusage usageinfo">Used in m25_00_00_00</span></li>
<li><code>ObjectInteractionType.Grapple = 0</code> <span class="enumusage usageinfo">Used in common_func, m11_00_00_00, m11_01_00_00, m11_02_00_00</span></li>
<li><code>ObjectInteractionType.Hug = 1</code> <span class="enumusage usageinfo">Used in common_func, m11_01_00_00, m20_00_00_00</span></li>
<li><code>ObjectInteractionType.Peek = 10</code> <span class="enumusage usageinfo">Used in common_func, m11_01_00_00, m20_00_00_00</span></li>
<li><code>ObjectInteractionType.Swing = 14</code> <span class="enumusage usageinfo">Used in m11_01_00_00</span></li>
</ul>
</div></section>
<section class="enum">
<h3 id="TimeofDay"><a href="#TimeofDay" class="selfref"><code>TimeofDay</code></a> <span class="sectioninfo">Enum</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common_func, m10_00_00_00, m11_01_00_00, m11_02_00_00, m15_00_00_00, m20_00_00_00, m25_00_00_00</p>
<ul class="enumlist">
<li><code>TimeofDay.Morning = 1</code> <span class="enumusage usageinfo">Used in m10_00_00_00, m11_01_00_00, m11_02_00_00, m25_00_00_00</span></li>
<li><code>TimeofDay.Noon = 2</code> <span class="enumusage usageinfo">Used in common_func, m10_00_00_00, m11_01_00_00, m11_02_00_00, m15_00_00_00, m20_00_00_00, m25_00_00_00</span></li>
<li><code>TimeofDay.Afternoon = 3</code> <span class="enumusage usageinfo">Used in common_func, m10_00_00_00, m11_01_00_00, m20_00_00_00</span></li>
<li><code>TimeofDay.Evening = 4</code> <span class="enumusage usageinfo">Used in m10_00_00_00, m11_01_00_00, m15_00_00_00</span></li>
<li><code>TimeofDay.Night = 5</code> <span class="enumusage usageinfo">Used in m11_01_00_00, m11_02_00_00</span></li>
</ul>
</div></section>
<section class="enum">
<h3 id="ProstheticType"><a href="#ProstheticType" class="selfref"><code>ProstheticType</code></a> <span class="sectioninfo">Enum</span></h3>
<div class="sectioncontents">
<p class="sectionusage usageinfo">Used in common_func, m17_00_00_00</p>
<ul class="enumlist">
<li><code>ProstheticType.LoadedAxe = 6</code> <span class="enumusage usageinfo">Used in common_func</span></li>
<li><code>ProstheticType.LoadedSpear = 11</code> <span class="enumusage usageinfo">Used in common_func, m17_00_00_00</span></li>
</ul>
</div></section>
</div></body>
